Added Forward Material debug viz for HLSL(so far) and integrated it back into editor flagging.

Re-added logic to track existing probe shader consts instead of constantly recreating it
Added logic for pre multiplied translucency mode
This commit is contained in:
Areloch 2019-11-21 00:48:55 -06:00
parent c74b669f5e
commit 72ceede272
16 changed files with 424 additions and 30 deletions

View file

@ -85,7 +85,8 @@ ImplementEnumType( MaterialBlendOp,
{ Material::Add, "Add", "Adds the color of the material to the frame buffer with full alpha for each pixel." },
{ Material::AddAlpha, "AddAlpha", "The color is modulated by the alpha channel before being added to the frame buffer." },
{ Material::Sub, "Sub", "Subtractive Blending. Reverses the color model, causing dark colors to have a stronger visual effect." },
{ Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." }
{ Material::LerpAlpha, "LerpAlpha", "Linearly interpolates between Material color and frame buffer color based on alpha." },
{ Material::PreMult, "PreMult", "" }
EndImplementEnumType;
ImplementEnumType( MaterialWaveType,

View file

@ -111,6 +111,7 @@ public:
Sub,
LerpAlpha, // linear interpolation modulated with alpha channel
ToneMap,
PreMult,
NumBlendTypes
};

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@ -67,6 +67,8 @@ ImplementFeatureType( MFT_GlowMask, MFG_PostLighting, 1.0f, true );
ImplementFeatureType( MFT_Visibility, MFG_PostLighting, 2.0f, true );
ImplementFeatureType( MFT_Fog, MFG_PostProcess, 3.0f, true );
ImplementFeatureType(MFT_DebugViz, MFG_PostProcess, 998.0f, true);
ImplementFeatureType( MFT_HDROut, MFG_PostProcess, 999.0f, true );
ImplementFeatureType( MFT_IsBC3nm, U32(-1), -1, true );

View file

@ -153,6 +153,8 @@ DeclareFeatureType( MFT_Fog );
/// dynamic range color into the correct HDR encoded format.
DeclareFeatureType( MFT_HDROut );
DeclareFeatureType( MFT_DebugViz );
///
DeclareFeatureType( MFT_DeferredConditioner );
DeclareFeatureType( MFT_InterlacedDeferred );

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@ -142,6 +142,13 @@ void ProcessedMaterial::_setBlendState(Material::BlendOp blendOp, GFXStateBlockD
break;
}
case Material::PreMult:
{
desc.blendSrc = GFXBlendOne;
desc.blendDest = GFXBlendInvSrcAlpha;
break;
}
default:
{
// default to LerpAlpha

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@ -415,6 +415,11 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
fd.features.addFeature( MFT_NormalMapAtlas );
}
if (!fd.features.hasFeature(MFT_ForwardShading))
{
fd.features.removeFeature(MFT_DebugViz);
}
// Grab other features like normal maps, base texture, etc.
FeatureSet mergeFeatures;
mStages[stageNum].getFeatureSet( &mergeFeatures );
@ -513,6 +518,8 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
//
fd.features.addFeature( MFT_HDROut );
fd.features.addFeature(MFT_DebugViz);
// If vertex color is enabled on the material's stage and
// color is present in vertex format, add diffuse vertex
// color feature.