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https://github.com/TorqueGameEngines/Torque3D.git
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work towards getting the materiallist generated by things like preload to spit out most if not all to-be-used variants for a given used material. ostensibly add reflection and deferred variants. will take a bit more doing to cook up mats for all the shadow variants, since it looks like that ends is more light-type based for some oddball reason (think i'm probably be misreading that end, since mats there should really just be as simnple as an occludes-or-doesn't based on alphatesting case with very few variations on that theme indeed...)
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@ -71,6 +71,7 @@ public:
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/// Return the lightBinManager for this light manager.
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AdvancedLightBinManager* getLightBinManager() { return mLightBinManager; }
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RenderDeferredMgr* getDeferredRenderBin() { return mDeferredRenderBin; }
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// LightManager
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virtual bool isCompatible() const;
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@ -35,6 +35,11 @@
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#include "core/volume.h"
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#include "console/simSet.h"
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#include "scene/reflectionManager.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "lighting/advanced/advancedLightManager.h"
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#include "lighting/advanced/advancedLightBinManager.h"
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MaterialList::MaterialList()
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{
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@ -412,6 +417,15 @@ void MaterialList::initMatInstances( const FeatureSet &features,
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matInst->init( MATMGR->getDefaultFeatures(), vertexFormat );
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mMatInstList[ i ] = matInst;
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}
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else
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{
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REFLECTMGR->getReflectionMaterial(matInst);
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// Hunt for the pre-pass manager/target
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AdvancedLightManager* lightMgr = static_cast<AdvancedLightManager*>(LIGHTMGR);
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lightMgr->getDeferredRenderBin()->getDeferredMaterial(matInst);
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}
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}
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}
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