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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-01 03:23:52 +00:00
named target material reload clean
clean up the previous requirements for namedTarget to display on a material
This commit is contained in:
parent
3b70689abc
commit
a8d7664fc2
2 changed files with 2 additions and 48 deletions
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@ -61,8 +61,6 @@ MaterialManager::MaterialManager()
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mLastTime = 0;
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mDampness = 0.0f;
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mWarningInst = NULL;
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mMatDefToFlush = NULL;
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mMatDefToReload = NULL;
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GFXDevice::getDeviceEventSignal().notify( this, &MaterialManager::_handleGFXEvent );
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@ -75,8 +73,6 @@ MaterialManager::MaterialManager()
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mUsingDeferred = false;
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mFlushAndReInit = false;
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mMatDefShouldFlush = false;
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mMatDefShouldReload = false;
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mDefaultAnisotropy = 1;
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Con::addVariable( "$pref::Video::defaultAnisotropy", TypeS32, &mDefaultAnisotropy,
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@ -328,12 +324,6 @@ String MaterialManager::getMapEntry(const String & textureName) const
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}
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void MaterialManager::flushAndReInitInstances()
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{
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// delay flushes and reinits until the start of the next frame.
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mFlushAndReInit = true;
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}
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void MaterialManager::_flushAndReInitInstances()
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{
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// Clear the flag if its set.
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mFlushAndReInit = false;
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@ -368,16 +358,8 @@ void MaterialManager::_flushAndReInitInstances()
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(*iter)->reInit();
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}
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// Used in the materialEditor. This flushes the material preview object so it can be reloaded easily.
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void MaterialManager::flushInstance(BaseMaterialDefinition* target)
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{
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mMatDefToFlush = target;
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mMatDefShouldFlush = true;
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}
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void MaterialManager::_flushInstance( BaseMaterialDefinition *target )
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{
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mMatDefShouldFlush = false;
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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while ( iter != mMatInstanceList.end() )
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{
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@ -388,26 +370,16 @@ void MaterialManager::_flushInstance( BaseMaterialDefinition *target )
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}
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iter++;
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}
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mMatDefToFlush = NULL;
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}
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void MaterialManager::reInitInstance(BaseMaterialDefinition* target)
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{
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mMatDefToReload = target;
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mMatDefShouldReload = true;
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}
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void MaterialManager::_reInitInstance( BaseMaterialDefinition *target )
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{
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mMatDefShouldReload = false;
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Vector<BaseMatInstance*>::iterator iter = mMatInstanceList.begin();
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for ( ; iter != mMatInstanceList.end(); iter++ )
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{
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if ( (*iter)->getMaterial() == target )
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(*iter)->reInit();
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}
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mMatDefToReload = NULL;
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}
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void MaterialManager::updateTime()
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@ -527,14 +499,6 @@ bool MaterialManager::_handleGFXEvent( GFXDevice::GFXDeviceEventType event_ )
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case GFXDevice::deStartOfFrame:
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if ( mFlushAndReInit )
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_flushAndReInitInstances();
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if (mMatDefShouldFlush)
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{
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_flushInstance(mMatDefToFlush);
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}
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if (mMatDefShouldReload)
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{
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_reInitInstance(mMatDefToReload);
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}
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break;
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default:
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@ -113,15 +113,9 @@ public:
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/// procedural shaders have been flushed.
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typedef Signal<void()> FlushSignal;
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/// Returns the signal used to notify systems that the
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/// procedural shaders have been flushed.
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FlushSignal& getFlushSignal() { return mFlushSignal; }
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/// Flushes all the procedural shaders and re-initializes all
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/// the active materials instances immediately.
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void flushAndReInitInstances();
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// Flush the instance
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void flushInstance( BaseMaterialDefinition *target );
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/// Re-initializes the material instances for a specific target material.
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void reInitInstance( BaseMaterialDefinition *target );
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protected:
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@ -158,8 +152,6 @@ protected:
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/// If set we flush and reinitialize all materials at the
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/// start of the next rendered frame.
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bool mFlushAndReInit;
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bool mMatDefShouldReload;
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bool mMatDefShouldFlush;
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// material map
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typedef Map<String, String> MaterialMap;
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@ -174,8 +166,6 @@ protected:
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F32 mDampness;
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BaseMatInstance* mWarningInst;
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BaseMaterialDefinition* mMatDefToFlush;
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BaseMaterialDefinition* mMatDefToReload;
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/// The default max anisotropy used in texture filtering.
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S32 mDefaultAnisotropy;
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