The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:

renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
This commit is contained in:
Azaezel 2016-02-16 02:50:49 -06:00
parent 5ed06fff9d
commit 8c5810adad
58 changed files with 353 additions and 117 deletions

View file

@ -87,9 +87,11 @@ void GFXD3D9CardProfiler::setupCardCapabilities()
bool canDoFourStageDetailBlend = ( caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT ) &&
( caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP ) &&
( caps.MaxTextureBlendStages > 3 );
bool canDoIndependentMrtBitDepth = (caps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS ? 1 : 0 );
setCapability( "lerpDetailBlend", canDoLERPDetailBlend );
setCapability( "fourStageDetailBlend", canDoFourStageDetailBlend );
setCapability( "independentMrtBitDepth", canDoIndependentMrtBitDepth);
}
bool GFXD3D9CardProfiler::_queryCardCap(const String &query, U32 &foundResult)

View file

@ -31,6 +31,9 @@
#include "gfx/gfxDebugEvent.h"
#include "windowManager/win32/win32Window.h"
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
GFXPCD3D9TextureTarget::GFXPCD3D9TextureTarget()
: mTargetSize( Point2I::Zero ),
@ -451,6 +454,7 @@ void GFXPCD3D9WindowTarget::createAdditionalSwapChain()
void GFXPCD3D9WindowTarget::resetMode()
{
GFX->beginReset();
mWindow->setSuppressReset(true);
if (mSwapChain)
@ -509,6 +513,7 @@ void GFXPCD3D9WindowTarget::zombify()
void GFXPCD3D9WindowTarget::resurrect()
{
GFX->beginReset();
if(mImplicit)
{
setImplicitSwapChain();

View file

@ -302,6 +302,7 @@ protected:
/// This will allow querying to see if a device is initialized and ready to
/// have operations performed on it.
bool mInitialized;
bool mReset;
/// This is called before this, or any other device, is deleted in the global destroy()
/// method. It allows the device to clean up anything while everything is still valid.
@ -326,6 +327,10 @@ public:
/// @see endScene
bool canCurrentlyRender() const { return mCanCurrentlyRender; }
bool recentlyReset(){ return mReset; }
void beginReset(){ mReset = true; }
void finalizeReset(){ mReset = false; }
void setAllowRender( bool render ) { mAllowRender = render; }
inline bool allowRender() const { return mAllowRender; }

View file

@ -107,6 +107,14 @@ void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
if(STATE_CHANGE(blendOp))
glBlendEquation(GFXGLBlendOp[mDesc.blendOp]);
if (mDesc.separateAlphaBlendEnable == true)
{
if (STATE_CHANGE(separateAlphaBlendSrc) || STATE_CHANGE(separateAlphaBlendDest))
glBlendFuncSeparate(GFXGLBlend[mDesc.blendSrc], GFXGLBlend[mDesc.blendDest], GFXGLBlend[mDesc.separateAlphaBlendSrc], GFXGLBlend[mDesc.separateAlphaBlendDest]);
if (STATE_CHANGE(separateAlphaBlendOp))
glBlendEquationSeparate(GFXGLBlendOp[mDesc.blendOp], GFXGLBlendOp[mDesc.separateAlphaBlendOp]);
}
// Color write masks
if(STATE_CHANGE(colorWriteRed) || STATE_CHANGE(colorWriteBlue) || STATE_CHANGE(colorWriteGreen) || STATE_CHANGE(colorWriteAlpha))
glColorMask(mDesc.colorWriteRed, mDesc.colorWriteBlue, mDesc.colorWriteGreen, mDesc.colorWriteAlpha);

View file

@ -163,6 +163,10 @@ void _GFXGLTextureTargetFBOImpl::applyState()
PRESERVE_FRAMEBUFFER();
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
bool drawbufs[16];
int bufsize = 0;
for (int i = 0; i < 16; i++)
drawbufs[i] = false;
bool hasColor = false;
for(int i = 0; i < GFXGL->getNumRenderTargets(); ++i)
{
@ -200,6 +204,20 @@ void _GFXGLTextureTargetFBOImpl::applyState()
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
GLenum *buf = new GLenum[bufsize];
int count = 0;
for (int i = 0; i < bufsize; i++)
{
if (drawbufs[i])
{
buf[count] = GL_COLOR_ATTACHMENT0 + i;
count++;
}
}
glDrawBuffers(bufsize, buf);
delete[] buf;
CHECK_FRAMEBUFFER_STATUS();
}

View file

@ -57,6 +57,7 @@ void GFXGLWindowTarget::resetMode()
_teardownCurrentMode();
_setupNewMode();
}
GFX->beginReset();
}
void GFXGLWindowTarget::_onAppSignal(WindowId wnd, S32 event)