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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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@ -455,14 +455,6 @@ void ProcessedMaterial::_setStageData()
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if(!mStages[i].getTex( MFT_SpecularMap ))
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mMaterial->logError("Failed to load specular map %s for stage %i", _getTexturePath(mMaterial->mSpecularMapFilename[i]).c_str(), i);
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}
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// EnironmentMap
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if( mMaterial->mEnvMapFilename[i].isNotEmpty() )
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{
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mStages[i].setTex( MFT_EnvMap, _createTexture( mMaterial->mEnvMapFilename[i], &GFXDefaultStaticDiffuseProfile ) );
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if(!mStages[i].getTex( MFT_EnvMap ))
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mMaterial->logError("Failed to load environment map %s for stage %i", _getTexturePath(mMaterial->mEnvMapFilename[i]).c_str(), i);
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}
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}
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mMaterial->mCubemapData = dynamic_cast<CubemapData*>(Sim::findObject( mMaterial->mCubemapName ));
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