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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 16:14:38 +00:00
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.
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parent
5ed06fff9d
commit
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58 changed files with 353 additions and 117 deletions
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@ -87,9 +87,11 @@ void GFXD3D9CardProfiler::setupCardCapabilities()
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bool canDoFourStageDetailBlend = ( caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT ) &&
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( caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP ) &&
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( caps.MaxTextureBlendStages > 3 );
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bool canDoIndependentMrtBitDepth = (caps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS ? 1 : 0 );
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setCapability( "lerpDetailBlend", canDoLERPDetailBlend );
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setCapability( "fourStageDetailBlend", canDoFourStageDetailBlend );
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setCapability( "independentMrtBitDepth", canDoIndependentMrtBitDepth);
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}
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bool GFXD3D9CardProfiler::_queryCardCap(const String &query, U32 &foundResult)
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@ -31,6 +31,9 @@
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#include "gfx/gfxDebugEvent.h"
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#include "windowManager/win32/win32Window.h"
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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GFXPCD3D9TextureTarget::GFXPCD3D9TextureTarget()
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: mTargetSize( Point2I::Zero ),
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@ -451,6 +454,7 @@ void GFXPCD3D9WindowTarget::createAdditionalSwapChain()
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void GFXPCD3D9WindowTarget::resetMode()
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{
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GFX->beginReset();
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mWindow->setSuppressReset(true);
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if (mSwapChain)
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@ -509,6 +513,7 @@ void GFXPCD3D9WindowTarget::zombify()
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void GFXPCD3D9WindowTarget::resurrect()
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{
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GFX->beginReset();
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if(mImplicit)
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{
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setImplicitSwapChain();
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@ -302,6 +302,7 @@ protected:
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/// This will allow querying to see if a device is initialized and ready to
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/// have operations performed on it.
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bool mInitialized;
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bool mReset;
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/// This is called before this, or any other device, is deleted in the global destroy()
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/// method. It allows the device to clean up anything while everything is still valid.
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@ -326,6 +327,10 @@ public:
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/// @see endScene
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bool canCurrentlyRender() const { return mCanCurrentlyRender; }
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bool recentlyReset(){ return mReset; }
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void beginReset(){ mReset = true; }
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void finalizeReset(){ mReset = false; }
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void setAllowRender( bool render ) { mAllowRender = render; }
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inline bool allowRender() const { return mAllowRender; }
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@ -107,6 +107,14 @@ void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState)
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if(STATE_CHANGE(blendOp))
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glBlendEquation(GFXGLBlendOp[mDesc.blendOp]);
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if (mDesc.separateAlphaBlendEnable == true)
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{
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if (STATE_CHANGE(separateAlphaBlendSrc) || STATE_CHANGE(separateAlphaBlendDest))
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glBlendFuncSeparate(GFXGLBlend[mDesc.blendSrc], GFXGLBlend[mDesc.blendDest], GFXGLBlend[mDesc.separateAlphaBlendSrc], GFXGLBlend[mDesc.separateAlphaBlendDest]);
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if (STATE_CHANGE(separateAlphaBlendOp))
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glBlendEquationSeparate(GFXGLBlendOp[mDesc.blendOp], GFXGLBlendOp[mDesc.separateAlphaBlendOp]);
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}
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// Color write masks
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if(STATE_CHANGE(colorWriteRed) || STATE_CHANGE(colorWriteBlue) || STATE_CHANGE(colorWriteGreen) || STATE_CHANGE(colorWriteAlpha))
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glColorMask(mDesc.colorWriteRed, mDesc.colorWriteBlue, mDesc.colorWriteGreen, mDesc.colorWriteAlpha);
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@ -163,6 +163,10 @@ void _GFXGLTextureTargetFBOImpl::applyState()
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PRESERVE_FRAMEBUFFER();
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glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
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bool drawbufs[16];
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int bufsize = 0;
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for (int i = 0; i < 16; i++)
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drawbufs[i] = false;
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bool hasColor = false;
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for(int i = 0; i < GFXGL->getNumRenderTargets(); ++i)
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{
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@ -200,6 +204,20 @@ void _GFXGLTextureTargetFBOImpl::applyState()
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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}
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GLenum *buf = new GLenum[bufsize];
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int count = 0;
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for (int i = 0; i < bufsize; i++)
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{
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if (drawbufs[i])
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{
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buf[count] = GL_COLOR_ATTACHMENT0 + i;
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count++;
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}
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}
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glDrawBuffers(bufsize, buf);
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delete[] buf;
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CHECK_FRAMEBUFFER_STATUS();
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}
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@ -57,6 +57,7 @@ void GFXGLWindowTarget::resetMode()
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_teardownCurrentMode();
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_setupNewMode();
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}
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GFX->beginReset();
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}
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void GFXGLWindowTarget::_onAppSignal(WindowId wnd, S32 event)
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