mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Fixes de-selection logic in editor that caused special cases to permanently be selected such as mounted Lights
Shifted every-frame RT allocation to be stored in advancedLightBinManager Remove deprecated references to dynamicShadowMap in light materials Updated spotLight shaders to remove deprecated dynamic shadowmap reference which was causing a crash when spotlights had shadows turned on Added GLSL version of Viz_SurfaceProperties so it works on both APIs
This commit is contained in:
parent
31039de2cf
commit
ae70cccfde
8 changed files with 125 additions and 44 deletions
|
|
@ -46,9 +46,7 @@ singleton GFXStateBlockData( AL_VectorLightState )
|
|||
mSamplerNames[0] = "deferredBuffer";
|
||||
samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
|
||||
mSamplerNames[1] = "shadowMap";
|
||||
samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
|
||||
mSamplerNames[2] = "dynamicShadowMap";
|
||||
samplerStates[3] = SamplerWrapPoint; // Random Direction Map
|
||||
samplerStates[2] = SamplerWrapPoint; // Random Direction Map
|
||||
|
||||
cullDefined = true;
|
||||
cullMode = GFXCullNone;
|
||||
|
|
@ -69,11 +67,10 @@ singleton shaderData( AL_VectorLightShader )
|
|||
|
||||
samplerNames[0] = "$deferredBuffer";
|
||||
samplerNames[1] = "$shadowMap";
|
||||
samplerNames[2] = "$dynamicShadowMap";
|
||||
samplerNames[3] = "$gTapRotationTex";
|
||||
samplerNames[4] = "$lightBuffer";
|
||||
samplerNames[5] = "$colorBuffer";
|
||||
samplerNames[6] = "$matInfoBuffer";
|
||||
samplerNames[2] = "$gTapRotationTex";
|
||||
samplerNames[3] = "$lightBuffer";
|
||||
samplerNames[4] = "$colorBuffer";
|
||||
samplerNames[5] = "$matInfoBuffer";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -85,7 +82,6 @@ new CustomMaterial( AL_VectorLightMaterial )
|
|||
|
||||
sampler["deferredBuffer"] = "#deferred";
|
||||
sampler["shadowMap"] = "$dynamiclight";
|
||||
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
|
||||
sampler["lightBuffer"] = "#specularLighting";
|
||||
sampler["colorBuffer"] = "#color";
|
||||
sampler["matInfoBuffer"] = "#matinfo";
|
||||
|
|
@ -122,8 +118,6 @@ singleton GFXStateBlockData( AL_ConvexLightState )
|
|||
mSamplerNames[0] = "deferredBuffer";
|
||||
samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
|
||||
mSamplerNames[1] = "shadowMap";
|
||||
samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
|
||||
mSamplerNames[2] = "dynamicShadowMap";
|
||||
samplerStates[3] = SamplerClampLinear; // Cookie Map
|
||||
samplerStates[4] = SamplerWrapPoint; // Random Direction Map
|
||||
|
||||
|
|
@ -146,12 +140,11 @@ singleton shaderData( AL_PointLightShader )
|
|||
|
||||
samplerNames[0] = "$deferredBuffer";
|
||||
samplerNames[1] = "$shadowMap";
|
||||
samplerNames[2] = "$dynamicShadowMap";
|
||||
samplerNames[3] = "$cookieMap";
|
||||
samplerNames[4] = "$gTapRotationTex";
|
||||
samplerNames[5] = "$lightBuffer";
|
||||
samplerNames[6] = "$colorBuffer";
|
||||
samplerNames[7] = "$matInfoBuffer";
|
||||
samplerNames[2] = "$cookieMap";
|
||||
samplerNames[3] = "$gTapRotationTex";
|
||||
samplerNames[4] = "$lightBuffer";
|
||||
samplerNames[5] = "$colorBuffer";
|
||||
samplerNames[6] = "$matInfoBuffer";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -163,7 +156,6 @@ new CustomMaterial( AL_PointLightMaterial )
|
|||
|
||||
sampler["deferredBuffer"] = "#deferred";
|
||||
sampler["shadowMap"] = "$dynamiclight";
|
||||
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
|
||||
sampler["cookieMap"] = "$dynamiclightmask";
|
||||
sampler["lightBuffer"] = "#specularLighting";
|
||||
sampler["colorBuffer"] = "#color";
|
||||
|
|
@ -185,12 +177,11 @@ singleton shaderData( AL_SpotLightShader )
|
|||
|
||||
samplerNames[0] = "$deferredBuffer";
|
||||
samplerNames[1] = "$shadowMap";
|
||||
samplerNames[2] = "$dynamicShadowMap";
|
||||
samplerNames[3] = "$cookieMap";
|
||||
samplerNames[4] = "$gTapRotationTex";
|
||||
samplerNames[5] = "$lightBuffer";
|
||||
samplerNames[6] = "$colorBuffer";
|
||||
samplerNames[7] = "$matInfoBuffer";
|
||||
samplerNames[2] = "$cookieMap";
|
||||
samplerNames[3] = "$gTapRotationTex";
|
||||
samplerNames[4] = "$lightBuffer";
|
||||
samplerNames[5] = "$colorBuffer";
|
||||
samplerNames[6] = "$matInfoBuffer";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -202,7 +193,6 @@ new CustomMaterial( AL_SpotLightMaterial )
|
|||
|
||||
sampler["deferredBuffer"] = "#deferred";
|
||||
sampler["shadowMap"] = "$dynamiclight";
|
||||
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
|
||||
sampler["cookieMap"] = "$dynamiclightmask";
|
||||
sampler["lightBuffer"] = "#specularLighting";
|
||||
sampler["colorBuffer"] = "#color";
|
||||
|
|
|
|||
|
|
@ -106,7 +106,6 @@ void main()
|
|||
|
||||
//distance to light in shadow map space
|
||||
float distToLight = pxlPosLightProj.z / lightRange;
|
||||
float dynDistToLight = dynPxlPosLightProj.z / lightRange;
|
||||
float shadowed = softShadow_filter(shadowMap, ssPos.xy/ssPos.w, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
|
||||
#endif
|
||||
|
||||
|
|
|
|||
|
|
@ -112,7 +112,6 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
|
||||
//distance to light in shadow map space
|
||||
float distToLight = pxlPosLightProj.z / lightRange;
|
||||
float dynDistToLight = dynPxlPosLightProj.z / lightRange;
|
||||
float shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
|
||||
#endif
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue