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https://github.com/TorqueGameEngines/Torque3D.git
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Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
Also reordered the probe targets used so they match lights for consistency.
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parent
de894c264f
commit
62a6a6a5f0
9 changed files with 108 additions and 48 deletions
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@ -115,22 +115,22 @@ void AdvancedLightManager::activate( SceneManager *sceneManager )
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true,
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false );
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mLightBinManager = new AdvancedLightBinManager( this, SHADOWMGR, blendTargetFormat );
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mLightBinManager->assignName( "AL_LightBinMgr" );
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// First look for the deferred bin...
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RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
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// If we didn't find the deferred bin then add one.
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if ( !deferredBin )
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if (!deferredBin)
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{
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deferredBin = new RenderDeferredMgr( true, blendTargetFormat );
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deferredBin->assignName( "AL_DeferredBin" );
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deferredBin = new RenderDeferredMgr(true, blendTargetFormat);
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deferredBin->assignName("AL_DeferredBin");
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deferredBin->registerObject();
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getSceneManager()->getDefaultRenderPass()->addManager( deferredBin );
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getSceneManager()->getDefaultRenderPass()->addManager(deferredBin);
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mDeferredRenderBin = deferredBin;
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}
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mLightBinManager = new AdvancedLightBinManager( this, SHADOWMGR, blendTargetFormat );
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mLightBinManager->assignName( "AL_LightBinMgr" );
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// Tell the material manager that deferred is enabled.
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MATMGR->setDeferredEnabled( true );
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@ -138,7 +138,7 @@ void AdvancedLightManager::activate( SceneManager *sceneManager )
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mLightBinManager->setRenderOrder( deferredBin->getRenderOrder() + 0.01f );
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getSceneManager()->getDefaultRenderPass()->addManager( mLightBinManager );
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AdvancedLightingFeatures::registerFeatures(mDeferredRenderBin->getTargetFormat(), mLightBinManager->getTargetFormat());
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AdvancedLightingFeatures::registerFeatures(mDeferredRenderBin->getTargetFormat(), blendTargetFormat);
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// Last thing... let everyone know we're active.
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smActivateSignal.trigger( getId(), true );
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