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

@ -170,7 +170,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
if ( fd.features[ MFT_IsTranslucentZWrite ] )
{
alphaVal = new Var( "outAlpha", "float" );
meta->addStatement( new GenOp( " @ = col.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
meta->addStatement( new GenOp( " @ = OUT_col1.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
}
// If using interlaced normals, invert the normal
@ -397,7 +397,7 @@ Var* GBufferConditionerGLSL::_unconditionInput( Var *conditionedInput, MultiLine
// Recover depth from encoding
if(mNormalStorageType != CartesianXYZ)
{
const U64 maxValPerChannel = 1 << mBitsPerChannel;
const U64 maxValPerChannel = (U64)1 << mBitsPerChannel;
meta->addStatement( new GenOp( " \r\n // Decode depth\r\n" ) );
meta->addStatement( new GenOp( avar( " @.w = dot( @.zw, float2(1.0, 1.0/%llu.0));\r\n", maxValPerChannel - 1 ),
retVar, conditionedInput ) );