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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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58 changed files with 353 additions and 117 deletions
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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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