Initial implementation of Custom Shader Features

This commit is contained in:
Areloch 2019-05-17 01:20:19 -05:00
parent 54b4d2eaaf
commit 9a63761627
31 changed files with 1772 additions and 17 deletions

View file

@ -51,6 +51,8 @@
#include "materials/shaderData.h"
#include "gfx/sim/cubemapData.h"
#include "materials/customShaderBindingData.h"
const MatInstanceHookType DeferredMatInstanceHook::Type( "Deferred" );
const String RenderDeferredMgr::BufferName("deferred");
const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
@ -431,6 +433,12 @@ void RenderDeferredMgr::render( SceneRenderState *state )
mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
}
//push along any overriden fields that are instance-specific as well
if (passRI->mCustomShaderData.size() > 0)
{
mat->setCustomShaderData(passRI->mCustomShaderData);
}
// If we're instanced then don't render yet.
if ( mat->isInstanced() )
{