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

@ -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();