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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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@ -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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