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

@ -36,7 +36,8 @@ RenderBinManager::RenderBinManager( const RenderInstType& ritype, F32 renderOrde
mRenderInstType( ritype ),
mRenderOrder( renderOrder ),
mProcessAddOrder( processAddOrder ),
mRenderPass( NULL )
mRenderPass( NULL ),
mBasicOnly ( false )
{
VECTOR_SET_ASSOCIATION( mElementList );
mElementList.reserve( 2048 );
@ -60,6 +61,9 @@ void RenderBinManager::initPersistFields()
addField("processAddOrder", TypeF32, Offset(mProcessAddOrder, RenderBinManager),
"Defines the order for adding instances in relation to other bins." );
addField( "basicOnly", TypeBool, Offset(mBasicOnly, RenderBinManager),
"Limites the render bin to basic lighting only." );
Parent::initPersistFields();
}

View file

@ -128,6 +128,8 @@ protected:
/// RenderInst if available, otherwise, return NULL.
inline BaseMatInstance* getMaterial( RenderInst *inst ) const;
// Limits bin to rendering in basic lighting only.
bool mBasicOnly;
};
@ -160,6 +162,7 @@ inline BaseMatInstance* RenderBinManager::getMaterial( RenderInst *inst ) const
{
if ( inst->type == RenderPassManager::RIT_Mesh ||
inst->type == RenderPassManager::RIT_Decal ||
inst->type == RenderPassManager::RIT_DecalRoad ||
inst->type == RenderPassManager::RIT_Translucent )
return static_cast<MeshRenderInst*>(inst)->matInst;

View file

@ -79,6 +79,7 @@ void RenderGlowMgr::GlowMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
// the glow materials.
fd.features.removeFeature( MFT_Fog );
fd.features.removeFeature( MFT_HDROut );
fd.features.addFeature( MFT_Imposter );
}
RenderGlowMgr::RenderGlowMgr()
@ -89,6 +90,7 @@ RenderGlowMgr::RenderGlowMgr()
Point2I( 512, 512 ) )
{
notifyType( RenderPassManager::RIT_Decal );
notifyType( RenderPassManager::RIT_DecalRoad );
notifyType( RenderPassManager::RIT_Translucent );
notifyType( RenderPassManager::RIT_Particle );

View file

@ -144,6 +144,14 @@ void RenderMeshMgr::render(SceneRenderState * state)
if( !mat )
mat = MATMGR->getWarningMatInstance();
// Check if bin is disabled in advanced lighting.
// Allow forward rendering pass on custom materials.
if ( ( MATMGR->getPrePassEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )
{
j++;
continue;
}
U32 matListEnd = j;
lastMiscTex = sgData.miscTex;

View file

@ -22,6 +22,8 @@
#include "renderObjectMgr.h"
#include "console/consoleTypes.h"
#include "scene/sceneObject.h"
#include "materials/materialManager.h"
#include "scene/sceneRenderState.h"
IMPLEMENT_CONOBJECT(RenderObjectMgr);
@ -66,6 +68,10 @@ void RenderObjectMgr::render( SceneRenderState *state )
if(!mElementList.size())
return;
// Check if bin is disabled in advanced lighting.
if ( MATMGR->getPrePassEnabled() && mBasicOnly )
return;
for( U32 i=0; i<mElementList.size(); i++ )
{
ObjectRenderInst *ri = static_cast<ObjectRenderInst*>(mElementList[i].inst);

View file

@ -51,6 +51,7 @@ const RenderInstType RenderPassManager::RIT_Terrain("Terrain");
const RenderInstType RenderPassManager::RIT_Object("Object");
const RenderInstType RenderPassManager::RIT_ObjectTranslucent("ObjectTranslucent");
const RenderInstType RenderPassManager::RIT_Decal("Decal");
const RenderInstType RenderPassManager::RIT_DecalRoad("DecalRoad");
const RenderInstType RenderPassManager::RIT_Water("Water");
const RenderInstType RenderPassManager::RIT_Foliage("Foliage");
const RenderInstType RenderPassManager::RIT_VolumetricFog("ObjectVolumetricFog");

View file

@ -108,6 +108,7 @@ public:
static const RenderInstType RIT_Object; // objects that do their own rendering
static const RenderInstType RIT_ObjectTranslucent;// self rendering; but sorted with static const RenderInstType RIT_Translucent
static const RenderInstType RIT_Decal;
static const RenderInstType RIT_DecalRoad;
static const RenderInstType RIT_Water;
static const RenderInstType RIT_Foliage;
static const RenderInstType RIT_VolumetricFog;

View file

@ -35,6 +35,7 @@
#include "terrain/terrCell.h"
#include "terrain/terrCellMaterial.h"
#include "math/util/matrixSet.h"
#include "materials/materialManager.h"
bool RenderTerrainMgr::smRenderWireframe = false;
@ -117,6 +118,10 @@ void RenderTerrainMgr::render( SceneRenderState *state )
if ( mInstVector.empty() )
return;
// Check if bin is disabled in advanced lighting.
if ( MATMGR->getPrePassEnabled() && mBasicOnly )
return;
PROFILE_SCOPE( RenderTerrainMgr_Render );
GFXTransformSaver saver;