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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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5ed06fff9d
commit
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58 changed files with 353 additions and 117 deletions
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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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