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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-01 11:33:48 +00:00
Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
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parent
f007700646
commit
66cc6fb9d1
141 changed files with 67 additions and 19491 deletions
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@ -37,7 +37,6 @@ public:
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virtual bool isDoubleSided() const = 0;
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virtual bool isLightmapped() const = 0;
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virtual bool castsShadows() const = 0;
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virtual bool castsDynamicShadows() const = 0;
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};
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#endif // _BASEMATERIALDEFINITION_H_
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@ -203,7 +203,6 @@ Material::Material()
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mAlphaRef = 1;
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mCastShadows = true;
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mCastDynamicShadows = false;
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mPlanarReflection = false;
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@ -431,9 +430,6 @@ void Material::initPersistFields()
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addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
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"If set to false the lighting system will not cast shadows from this material." );
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addField( "castDynamicShadows", TypeBool, Offset(mCastDynamicShadows, Material),
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"If set to false the lighting system will not cast dynamic shadows from this material." );
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addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
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addField("translucent", TypeBool, Offset(mTranslucent, Material),
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@ -99,7 +99,6 @@ public:
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NormalizeCube,
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TexTarget,
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AccuMap,
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DynamicShadowMap,
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};
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enum BlendOp
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@ -345,7 +344,6 @@ public:
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/// A generic setting which tells the system to skip
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/// generation of shadows from this material.
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bool mCastShadows;
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bool mCastDynamicShadows;
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bool mAlphaTest;
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U32 mAlphaRef;
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@ -404,7 +402,6 @@ public:
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virtual void setAutoGenerated(bool isAutoGenerated) { mAutoGenerated = isAutoGenerated; }
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virtual bool isLightmapped() const;
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virtual bool castsShadows() const { return mCastShadows; }
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virtual bool castsDynamicShadows() const { return mCastDynamicShadows; }
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const String &getPath() const { return mPath; }
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void flush();
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@ -86,15 +86,7 @@ void ProcessedCustomMaterial::_setStageData()
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continue;
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}
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if(filename.equal(String("$dynamicShadowMap"), String::NoCase))
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{
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rpd->mTexType[i] = Material::DynamicShadowMap;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$dynamiclightmask"), String::NoCase))
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if(filename.equal(String("$dynamiclightmask"), String::NoCase))
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{
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rpd->mTexType[i] = Material::DynamicLightMask;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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