Merge branch 'Preview4_0' of https://github.com/Azaezel/Torque3D into Preview4_0

This commit is contained in:
Areloch 2019-11-01 01:24:57 -05:00
commit a85bc7bae0
10 changed files with 107 additions and 85 deletions

View file

@ -447,10 +447,6 @@ AdvancedLightBinManager::LightMaterialInfo* AdvancedLightBinManager::_getLightMa
if ( smPSSMDebugRender )
shadowMacros.push_back( GFXShaderMacro( "PSSM_DEBUG_RENDER" ) );
// If its a vector light see if we can enable SSAO.
if ( lightType == LightInfo::Vector && smUseSSAOMask )
shadowMacros.push_back( GFXShaderMacro( "USE_SSAO_MASK" ) );
// Now create the material info object.
info = new LightMaterialInfo( lightMatName, smLightMatVertex[ lightType ], shadowMacros );
}

View file

@ -30,7 +30,7 @@
#include "renderInstance/renderDeferredMgr.h"
#include "math/mPolyhedron.impl.h"
#include "gfx/gfxTransformSaver.h"
#include "lighting/advanced/advancedLightBinManager.h" //for ssao
#include "gfx/gfxDebugEvent.h"
#include "shaderGen/shaderGenVars.h"
#include "materials/shaderData.h"
@ -752,6 +752,24 @@ void RenderProbeMgr::render( SceneRenderState *state )
mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "1");
else
mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "0");
//ssao mask
if (AdvancedLightBinManager::smUseSSAOMask)
{
//find ssaoMask
NamedTexTargetRef ssaoTarget = NamedTexTarget::find("ssaoMask");
GFXTextureObject* pTexObj = ssaoTarget->getTexture();
if (pTexObj)
{
mProbeArrayEffect->setShaderMacro("USE_SSAO_MASK");
mProbeArrayEffect->setTexture(6, pTexObj);
}
}
else
{
mProbeArrayEffect->setTexture(6, NULL);
}
mProbeArrayEffect->setTexture(3, mBRDFTexture);
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);