mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #2009 from Areloch/Prepass_Deferred_Remainder
Catches the remaining prepass to deferred changes on the engine side.
This commit is contained in:
commit
75580a1126
10 changed files with 73 additions and 73 deletions
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@ -116,23 +116,23 @@ void AdvancedLightManager::activate( SceneManager *sceneManager )
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mLightBinManager->assignName( "AL_LightBinMgr" );
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// First look for the deferred bin...
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RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
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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 ( !prePassBin )
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if ( !deferredBin )
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{
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prePassBin = new RenderDeferredMgr( true, blendTargetFormat );
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prePassBin->assignName( "AL_DeferredBin" );
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prePassBin->registerObject();
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getSceneManager()->getDefaultRenderPass()->addManager( prePassBin );
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mDeferredRenderBin = prePassBin;
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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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mDeferredRenderBin = deferredBin;
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}
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// Tell the material manager that deferred is enabled.
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MATMGR->setDeferredEnabled( true );
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// Insert our light bin manager.
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mLightBinManager->setRenderOrder( prePassBin->getRenderOrder() + 0.01f );
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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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@ -748,16 +748,16 @@ void DeferredMinnaertHLSL::processPix( Vector<ShaderComponent*> &componentList,
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deferredBuffer->sampler = true;
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deferredBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
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Var* prePassTex = NULL;
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Var* deferredTex = NULL;
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if (mIsDirect3D11)
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{
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deferredBuffer->setType("SamplerState");
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prePassTex = new Var;
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prePassTex->setName("prePassTex");
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prePassTex->setType("Texture2D");
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prePassTex->uniform = true;
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prePassTex->texture = true;
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prePassTex->constNum = deferredBuffer->constNum;
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deferredTex = new Var;
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deferredTex->setName("deferredTex");
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deferredTex->setType("Texture2D");
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deferredTex->uniform = true;
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deferredTex->texture = true;
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deferredTex->constNum = deferredBuffer->constNum;
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}
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// Texture coord
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@ -774,7 +774,7 @@ void DeferredMinnaertHLSL::processPix( Vector<ShaderComponent*> &componentList,
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Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
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if (mIsDirect3D11)
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meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, ,@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, prePassTex, uvScene));
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meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, ,@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, deferredTex, uvScene));
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else
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meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, uvScene));
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@ -185,12 +185,12 @@ void BasicLightManager::activate( SceneManager *sceneManager )
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FEATUREMGR->unregisterFeature( MFT_SubSurface );
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// First look for the deferred bin...
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RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
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RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
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/*
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// If you would like to use forward shading, and have a linear depth pre-pass
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// than un-comment this code block.
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if ( !prePassBin )
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if ( !deferredBin )
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{
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Vector<GFXFormat> formats;
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formats.push_back( GFXFormatR32F );
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@ -204,12 +204,12 @@ void BasicLightManager::activate( SceneManager *sceneManager )
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// Uncomment this for a no-color-write z-fill pass.
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//linearDepthFormat = GFXFormat_COUNT;
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prePassBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
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prePassBin->registerObject();
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rpm->addManager( prePassBin );
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deferredBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
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deferredBin->registerObject();
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rpm->addManager( deferredBin );
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}
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*/
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mDeferredRenderBin = prePassBin;
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mDeferredRenderBin = deferredBin;
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// If there is a deferred bin
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MATMGR->setDeferredEnabled( mDeferredRenderBin.isValid() );
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@ -589,8 +589,8 @@ const GFXStateBlockDesc & RenderDeferredMgr::getOpaqueStencilTestDesc()
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//------------------------------------------------------------------------------
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ProcessedDeferredMaterial::ProcessedDeferredMaterial( Material& mat, const RenderDeferredMgr *prePassMgr )
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: Parent(mat), mDeferredMgr(prePassMgr)
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ProcessedDeferredMaterial::ProcessedDeferredMaterial( Material& mat, const RenderDeferredMgr *deferredMgr )
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: Parent(mat), mDeferredMgr(deferredMgr)
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{
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}
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@ -817,43 +817,43 @@ U32 ProcessedDeferredMaterial::getNumStages()
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void ProcessedDeferredMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
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{
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GFXStateBlockDesc prePassStateBlock = desc;
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GFXStateBlockDesc deferredStateBlock = desc;
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// Adjust color writes if this is a pure z-fill pass
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const bool pixelOutEnabled = mDeferredMgr->getTargetChainLength() > 0;
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if ( !pixelOutEnabled )
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{
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prePassStateBlock.colorWriteDefined = true;
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prePassStateBlock.colorWriteRed = pixelOutEnabled;
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prePassStateBlock.colorWriteGreen = pixelOutEnabled;
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prePassStateBlock.colorWriteBlue = pixelOutEnabled;
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prePassStateBlock.colorWriteAlpha = pixelOutEnabled;
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deferredStateBlock.colorWriteDefined = true;
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deferredStateBlock.colorWriteRed = pixelOutEnabled;
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deferredStateBlock.colorWriteGreen = pixelOutEnabled;
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deferredStateBlock.colorWriteBlue = pixelOutEnabled;
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deferredStateBlock.colorWriteAlpha = pixelOutEnabled;
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}
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// Never allow the alpha test state when rendering
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// the deferred as we use the alpha channel for the
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// depth information... MFT_AlphaTest will handle it.
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prePassStateBlock.alphaDefined = true;
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prePassStateBlock.alphaTestEnable = false;
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deferredStateBlock.alphaDefined = true;
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deferredStateBlock.alphaTestEnable = false;
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// If we're translucent then we're doing deferred blending
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// which never writes to the depth channels.
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const bool isTranslucent = getMaterial()->isTranslucent();
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if ( isTranslucent )
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{
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prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
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prePassStateBlock.setColorWrites(false, false, false, true);
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deferredStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
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deferredStateBlock.setColorWrites(false, false, false, true);
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}
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// Enable z reads, but only enable zwrites if we're not translucent.
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prePassStateBlock.setZReadWrite( true, isTranslucent ? false : true );
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deferredStateBlock.setZReadWrite( true, isTranslucent ? false : true );
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// Pass to parent
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Parent::addStateBlockDesc(prePassStateBlock);
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Parent::addStateBlockDesc(deferredStateBlock);
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}
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DeferredMatInstance::DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *prePassMgr)
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: Parent(*root->getMaterial()), mDeferredMgr(prePassMgr)
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DeferredMatInstance::DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *deferredMgr)
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: Parent(*root->getMaterial()), mDeferredMgr(deferredMgr)
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{
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mFeatureList = root->getRequestedFeatures();
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mVertexFormat = root->getVertexFormat();
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@ -891,8 +891,8 @@ bool DeferredMatInstance::init( const FeatureSet &features,
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}
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DeferredMatInstanceHook::DeferredMatInstanceHook( MatInstance *baseMatInst,
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const RenderDeferredMgr *prePassMgr )
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: mHookedDeferredMatInst(NULL), mDeferredManager(prePassMgr)
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const RenderDeferredMgr *deferredMgr )
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: mHookedDeferredMatInst(NULL), mDeferredManager(deferredMgr)
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{
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// If the material is a custom material then
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// hope that using DefaultDeferredMaterial gives
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@ -901,7 +901,7 @@ DeferredMatInstanceHook::DeferredMatInstanceHook( MatInstance *baseMatInst,
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{
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MatInstance* dummyInst = static_cast<MatInstance*>( MATMGR->createMatInstance( "AL_DefaultDeferredMaterial", baseMatInst->getVertexFormat() ) );
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mHookedDeferredMatInst = new DeferredMatInstance( dummyInst, prePassMgr );
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mHookedDeferredMatInst = new DeferredMatInstance( dummyInst, deferredMgr );
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mHookedDeferredMatInst->init( dummyInst->getRequestedFeatures(), baseMatInst->getVertexFormat());
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delete dummyInst;
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@ -909,7 +909,7 @@ DeferredMatInstanceHook::DeferredMatInstanceHook( MatInstance *baseMatInst,
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}
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// Create the deferred material instance.
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mHookedDeferredMatInst = new DeferredMatInstance(baseMatInst, prePassMgr);
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mHookedDeferredMatInst = new DeferredMatInstance(baseMatInst, deferredMgr);
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mHookedDeferredMatInst->getFeaturesDelegate() = baseMatInst->getFeaturesDelegate();
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// Get the features, but remove the instancing feature if the
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@ -19,8 +19,8 @@
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PREPASS_MGR_H_
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#define _PREPASS_MGR_H_
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#ifndef _DEFERRED_MGR_H_
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#define _DEFERRED_MGR_H_
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#include "renderInstance/renderTexTargetBinManager.h"
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#include "materials/matInstance.h"
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@ -122,7 +122,7 @@ class ProcessedDeferredMaterial : public ProcessedShaderMaterial
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typedef ProcessedShaderMaterial Parent;
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public:
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ProcessedDeferredMaterial(Material& mat, const RenderDeferredMgr *prePassMgr);
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ProcessedDeferredMaterial(Material& mat, const RenderDeferredMgr *deferredMgr);
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virtual U32 getNumStages();
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@ -142,7 +142,7 @@ class DeferredMatInstance : public MatInstance
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typedef MatInstance Parent;
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public:
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DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *prePassMgr);
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DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *deferredMgr);
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virtual ~DeferredMatInstance();
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bool init()
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@ -165,7 +165,7 @@ protected:
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class DeferredMatInstanceHook : public MatInstanceHook
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{
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public:
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DeferredMatInstanceHook(MatInstance *baseMatInst, const RenderDeferredMgr *prePassMgr);
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DeferredMatInstanceHook(MatInstance *baseMatInst, const RenderDeferredMgr *deferredMgr);
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virtual ~DeferredMatInstanceHook();
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virtual DeferredMatInstance *getDeferredMatInstance() { return mHookedDeferredMatInst; }
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@ -220,5 +220,5 @@ inline BaseMatInstance* RenderDeferredMgr::getDeferredMaterial( BaseMatInstance
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return hook->getDeferredMatInstance();
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}
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#endif // _PREPASS_MGR_H_
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#endif // _DEFERRED_MGR_H_
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@ -119,7 +119,7 @@ bool RenderImposterMgr::_clearStats( GFXDevice::GFXDeviceEventType type )
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return true;
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}
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void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDeferredMgr *prePassBin, bool startDeferred )
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void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDeferredMgr *deferredBin, bool startDeferred )
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{
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PROFILE_SCOPE( RenderImposterMgr_RenderDeferred );
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@ -128,10 +128,10 @@ void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDe
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GFXDEBUGEVENT_SCOPE( RenderImposterMgr_RenderDeferred, ColorI::RED );
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_innerRender( state, prePassBin );
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_innerRender( state, deferredBin );
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}
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void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDeferredMgr *prePassBin )
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void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDeferredMgr *deferredBin )
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{
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PROFILE_SCOPE( RenderImposterMgr_InnerRender );
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@ -219,7 +219,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDefer
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// list changes.
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SceneData sgData;
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sgData.init( state, prePassBin ? SceneData::DeferredBin : SceneData::RegularBin );
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sgData.init( state, deferredBin ? SceneData::DeferredBin : SceneData::RegularBin );
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sgData.lights[0] = LIGHTMGR->getDefaultLight();
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// TODO: I should rework this loop to generate the VB first then
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@ -232,7 +232,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDefer
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for ( U32 i=0; i < binSize; )
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{
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currMat = static_cast<ImposterBaseRenderInst*>( mElementList[i].inst )->mat;
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setupMat = prePassBin ? prePassBin->getDeferredMaterial( currMat ) : currMat;
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setupMat = deferredBin ? deferredBin->getDeferredMaterial( currMat ) : currMat;
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// TODO: Fix MatInstance to take a const SceneRenderState!
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while ( setupMat->setupPass( (SceneRenderState*)state, sgData ) )
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@ -74,9 +74,9 @@ protected:
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GFXPrimitiveBufferHandle mIB;
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//GFXVertexBufferHandle<ImposterCorner> mCornerVB;
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void _innerRender( const SceneRenderState *state, RenderDeferredMgr *prePassBin );
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void _innerRender( const SceneRenderState *state, RenderDeferredMgr *deferredBin );
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void _renderDeferred( const SceneRenderState *state, RenderDeferredMgr *prePassBin, bool startDeferred );
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void _renderDeferred( const SceneRenderState *state, RenderDeferredMgr *deferredBin, bool startDeferred );
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static bool _clearStats( GFXDevice::GFXDeviceEventType type );
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@ -557,7 +557,7 @@ bool RenderParticleMgr::_initShader()
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mParticleShaderConsts.mAlphaFactorSC = mParticleShader->getShaderConstHandle( "$alphaFactor" );
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mParticleShaderConsts.mAlphaScaleSC = mParticleShader->getShaderConstHandle( "$alphaScale" );
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mParticleShaderConsts.mFSModelViewProjSC = mParticleShader->getShaderConstHandle( "$fsModelViewProj" );
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mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$prePassTargetParams" );
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mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$deferredTargetParams" );
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//samplers
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mParticleShaderConsts.mSamplerDiffuse = mParticleShader->getShaderConstHandle("$diffuseMap");
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@ -596,13 +596,13 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
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return;
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// Hunt for the pre-pass manager/target
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RenderDeferredMgr *prePassBin = NULL;
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RenderDeferredMgr *deferredBin = NULL;
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for( U32 i = 0; i < rpm->getManagerCount(); i++ )
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{
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RenderBinManager *bin = rpm->getManager(i);
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if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
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{
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prePassBin = (RenderDeferredMgr*)bin;
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deferredBin = (RenderDeferredMgr*)bin;
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break;
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}
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}
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@ -610,11 +610,11 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
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// If we found the deferred bin, set this bin to render very shortly afterwards
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// and re-add this render-manager. If there is no pre-pass bin, or it doesn't
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// have a depth-texture, we can't render offscreen.
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mOffscreenRenderEnabled = prePassBin && (prePassBin->getTargetChainLength() > 0);
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mOffscreenRenderEnabled = deferredBin && (deferredBin->getTargetChainLength() > 0);
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if(mOffscreenRenderEnabled)
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{
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rpm->removeManager(this);
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setRenderOrder( prePassBin->getRenderOrder() + 0.011f );
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setRenderOrder( deferredBin->getRenderOrder() + 0.011f );
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rpm->addManager(this);
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}
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@ -243,12 +243,12 @@ TerrainCellMaterial* TerrainCellMaterial::getReflectMat()
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void TerrainCellMaterial::init( TerrainBlock *block,
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U64 activeMaterials,
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bool prePassMat,
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bool deferredMat,
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bool reflectMat,
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bool baseOnly )
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{
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// This isn't allowed for now.
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AssertFatal( !( prePassMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get deferred and reflection in the same material!" );
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AssertFatal( !( deferredMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get deferred and reflection in the same material!" );
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mTerrain = block;
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mMaterials = activeMaterials;
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@ -280,7 +280,7 @@ void TerrainCellMaterial::init( TerrainBlock *block,
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if ( !_createPass( &materials,
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&mPasses.last(),
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mPasses.size() == 1,
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prePassMat,
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deferredMat,
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reflectMat,
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baseOnly ) )
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{
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@ -310,7 +310,7 @@ void TerrainCellMaterial::init( TerrainBlock *block,
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bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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Pass *pass,
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bool firstPass,
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bool prePassMat,
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bool deferredMat,
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bool reflectMat,
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bool baseOnly )
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{
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@ -343,7 +343,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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// Has advanced lightmap support been enabled for deferred.
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bool advancedLightmapSupport = false;
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if ( prePassMat )
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if ( deferredMat )
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{
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// This sucks... but it works.
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AdvancedLightBinManager *lightBin;
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@ -357,7 +357,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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FeatureSet features;
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features.addFeature( MFT_VertTransform );
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if ( prePassMat )
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if ( deferredMat )
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{
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features.addFeature( MFT_EyeSpaceDepthOut );
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features.addFeature( MFT_DeferredConditioner );
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@ -416,13 +416,13 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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// check for macro detail texture
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||||
if ( !(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap().isEmpty() ) )
|
||||
{
|
||||
if(prePassMat)
|
||||
if(deferredMat)
|
||||
features.addFeature( MFT_DeferredTerrainMacroMap, featureIndex );
|
||||
else
|
||||
features.addFeature( MFT_TerrainMacroMap, featureIndex );
|
||||
}
|
||||
|
||||
if(prePassMat)
|
||||
if(deferredMat)
|
||||
features.addFeature( MFT_DeferredTerrainDetailMap, featureIndex );
|
||||
else
|
||||
features.addFeature( MFT_TerrainDetailMap, featureIndex );
|
||||
|
|
@ -554,14 +554,14 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
// MFT_TerrainAdditive feature to lerp the
|
||||
// output normal with the previous pass.
|
||||
//
|
||||
if ( prePassMat )
|
||||
if ( deferredMat )
|
||||
desc.setColorWrites( true, true, true, false );
|
||||
}
|
||||
|
||||
// We write to the zbuffer if this is a deferred
|
||||
// material or if the deferred is disabled.
|
||||
desc.setZReadWrite( true, !MATMGR->getDeferredEnabled() ||
|
||||
prePassMat ||
|
||||
deferredMat ||
|
||||
reflectMat );
|
||||
|
||||
desc.samplersDefined = true;
|
||||
|
|
@ -671,7 +671,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
|
||||
// If we're doing deferred it requires some
|
||||
// special stencil settings for it to work.
|
||||
if ( prePassMat )
|
||||
if ( deferredMat )
|
||||
desc.addDesc( RenderDeferredMgr::getOpaqueStenciWriteDesc( false ) );
|
||||
|
||||
desc.setCullMode( GFXCullCCW );
|
||||
|
|
|
|||
|
|
@ -165,7 +165,7 @@ protected:
|
|||
bool _createPass( Vector<MaterialInfo*> *materials,
|
||||
Pass *pass,
|
||||
bool firstPass,
|
||||
bool prePassMat,
|
||||
bool deferredMat,
|
||||
bool reflectMat,
|
||||
bool baseOnly );
|
||||
|
||||
|
|
@ -178,7 +178,7 @@ public:
|
|||
|
||||
void init( TerrainBlock *block,
|
||||
U64 activeMaterials,
|
||||
bool prePassMat = false,
|
||||
bool deferredMat = false,
|
||||
bool reflectMat = false,
|
||||
bool baseOnly = false );
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue