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

@ -521,7 +521,7 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
// Check to see if this is the same shader, we'll get hit repeatedly by
// the same one due to the render bin loops.
/*if (mLastShader.getPointer() != shader)
if (mLastShader.getPointer() != shader)
{
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
if (iter != mConstantLookup.end())
@ -538,13 +538,16 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
// Set our new shader
mLastShader = shader;
}
/*if (mLastConstants == nullptr)
{
ProbeShaderConstants* psc = new ProbeShaderConstants();
mConstantLookup[shader] = psc;
mLastConstants = psc;
}*/
ProbeShaderConstants* psc = new ProbeShaderConstants();
mConstantLookup[shader] = psc;
mLastConstants = psc;
// Make sure that our current lighting constants are initialized
if (mLastConstants && !mLastConstants->mInit)
mLastConstants->init(shader);