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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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@ -162,6 +162,9 @@ Material::Material()
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mSeqFramePerSec[i] = 0.0f;
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mSeqSegSize[i] = 0.0f;
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// Deferred Shading
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mMatInfoFlags[i] = 0.0f;
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}
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dMemset(mCellIndex, 0, sizeof(mCellIndex));
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@ -170,6 +173,9 @@ Material::Material()
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dMemset(mNormalMapAtlas, 0, sizeof(mNormalMapAtlas));
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dMemset(mUseAnisotropic, 0, sizeof(mUseAnisotropic));
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// Deferred Shading : Metalness
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dMemset(mUseMetalness, 0, sizeof(mUseMetalness));
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mImposterLimits = Point4F::Zero;
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mDoubleSided = false;
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@ -204,6 +210,9 @@ Material::Material()
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mDirectSoundOcclusion = 1.f;
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mReverbSoundOcclusion = 1.0;
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// Deferred Shading
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mIsSky = false;
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}
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void Material::initPersistFields()
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@ -289,10 +298,7 @@ void Material::initPersistFields()
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addField( "useAnisotropic", TypeBool, Offset(mUseAnisotropic, Material), MAX_STAGES,
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"Use anisotropic filtering for the textures of this stage." );
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addField("envMap", TypeImageFilename, Offset(mEnvMapFilename, Material), MAX_STAGES,
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"The name of an environment map cube map to apply to this material." );
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addField("vertLit", TypeBool, Offset(mVertLit, Material), MAX_STAGES,
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"If true the vertex color is used for lighting." );
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@ -379,9 +385,6 @@ void Material::initPersistFields()
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addProtectedField("bumpTex", TypeImageFilename, Offset(mNormalMapFilename, Material),
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defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
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"For backwards compatibility.\n@see normalMap\n");
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addProtectedField("envTex", TypeImageFilename, Offset(mEnvMapFilename, Material),
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defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
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"For backwards compatibility.\n@see envMap\n");
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addProtectedField("colorMultiply", TypeColorF, Offset(mDiffuse, Material),
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defaultProtectedSetNotEmptyFn, emptyStringProtectedGetFn, MAX_STAGES,
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"For backwards compatibility.\n@see diffuseColor\n");
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@ -417,6 +420,9 @@ void Material::initPersistFields()
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addField("dynamicCubemap", TypeBool, Offset(mDynamicCubemap, Material),
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"Enables the material to use the dynamic cubemap from the ShapeBase object its applied to." );
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addField("isSky", TypeBool, Offset(mIsSky, Material),
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"Sky support. Alters draw dimensions." );
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addGroup( "Behavioral" );
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addField( "showFootprints", TypeBool, Offset( mShowFootprints, Material ),
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