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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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@ -221,8 +221,6 @@ public:
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/// The strength scalar for the detail normal map.
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F32 mDetailNormalMapStrength[MAX_STAGES];
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FileName mEnvMapFilename[MAX_STAGES];
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/// This color is the diffuse color of the material
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/// or if it has a texture it is multiplied against
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/// the diffuse texture color.
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@ -287,12 +285,18 @@ public:
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/// If the stage should use anisotropic filtering.
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bool mUseAnisotropic[MAX_STAGES];
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// Deferred Shading: Metalness
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bool mUseMetalness[MAX_STAGES];
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bool mDoubleSided;
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String mCubemapName;
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CubemapData* mCubemapData;
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bool mDynamicCubemap;
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// Deferred Shading
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bool mIsSky;
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F32 mMatInfoFlags[MAX_STAGES];
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bool mTranslucent;
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BlendOp mTranslucentBlendOp;
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bool mTranslucentZWrite;
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