mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
This commit is contained in:
parent
b052a1f970
commit
af8fbf0e3a
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@ -1214,7 +1214,7 @@ void DecalManager::prepRenderImage( SceneRenderState* state )
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// Make it the sort distance the max distance so that
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// it renders after all the other opaque geometry in
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// the prepass bin.
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// the deferred bin.
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baseRenderInst.sortDistSq = F32_MAX;
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Vector<DecalBatch> batches;
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@ -47,7 +47,7 @@
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#include "materials/sceneData.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/matInstance.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "console/engineAPI.h"
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/// This is used for rendering ground cover billboards.
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@ -353,7 +353,7 @@ void LevelInfo::_onLMActivate(const char *lm, bool enable)
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{
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AssertFatal(dynamic_cast<AdvancedLightManager *>(LIGHTMGR), "Bad light manager type!");
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AdvancedLightManager *lightMgr = static_cast<AdvancedLightManager *>(LIGHTMGR);
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lightMgr->getLightBinManager()->MRTLightmapsDuringPrePass(mAdvancedLightmapSupport);
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lightMgr->getLightBinManager()->MRTLightmapsDuringDeferred(mAdvancedLightmapSupport);
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}
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#endif
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}
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@ -100,7 +100,7 @@ VolumetricFog::VolumetricFog()
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mTypeMask |= EnvironmentObjectType | StaticObjectType;
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mPrepassTarget = NULL;
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mDeferredTarget = NULL;
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mDepthBufferTarget = NULL;
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mFrontBufferTarget = NULL;
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@ -771,17 +771,17 @@ void VolumetricFog::_leaveFog(ShapeBase *control)
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bool VolumetricFog::setupRenderer()
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{
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// Search for the prepass rendertarget and shadermacros.
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mPrepassTarget = NamedTexTarget::find("prepass");
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if (!mPrepassTarget.isValid())
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// Search for the deferred rendertarget and shadermacros.
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mDeferredTarget = NamedTexTarget::find("deferred");
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if (!mDeferredTarget.isValid())
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{
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Con::errorf("VolumetricFog::setupRenderer - could not find PrepassTarget");
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Con::errorf("VolumetricFog::setupRenderer - could not find DeferredTarget");
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return false;
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}
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Vector<GFXShaderMacro> macros;
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if (mPrepassTarget)
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mPrepassTarget->getShaderMacros(¯os);
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if (mDeferredTarget)
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mDeferredTarget->getShaderMacros(¯os);
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// Search the depth and frontbuffers which are created by the VolumetricFogRTManager
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@ -799,27 +799,27 @@ bool VolumetricFog::setupRenderer()
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return false;
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}
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// Find and setup the prepass Shader
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// Find and setup the deferred Shader
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ShaderData *shaderData;
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mPrePassShader = Sim::findObject("VolumetricFogPrePassShader", shaderData) ?
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mDeferredShader = Sim::findObject("VolumetricFogDeferredShader", shaderData) ?
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shaderData->getShader() : NULL;
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if (!mPrePassShader)
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if (!mDeferredShader)
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{
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Con::errorf("VolumetricFog::setupRenderer - could not find VolumetricFogPrePassShader");
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Con::errorf("VolumetricFog::setupRenderer - could not find VolumetricFogDeferredShader");
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return false;
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}
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// Create ShaderConstBuffer and Handles
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mPPShaderConsts = mPrePassShader->allocConstBuffer();
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mPPShaderConsts = mDeferredShader->allocConstBuffer();
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if (mPPShaderConsts.isNull())
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{
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Con::errorf("VolumetricFog::setupRenderer - could not allocate ShaderConstants 1.");
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return false;
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}
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mPPModelViewProjSC = mPrePassShader->getShaderConstHandle("$modelView");
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mPPModelViewProjSC = mDeferredShader->getShaderConstHandle("$modelView");
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// Find and setup the VolumetricFog Shader
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@ -878,7 +878,7 @@ bool VolumetricFog::setupRenderer()
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mReflFogDensitySC = mReflectionShader->getShaderConstHandle("$fogDensity");
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mReflFogStrengthSC = mReflectionShader->getShaderConstHandle("$reflStrength");
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// Create the prepass StateBlock
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// Create the deferred StateBlock
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desc_preD.setCullMode(GFXCullCW);
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desc_preD.setBlend(true);
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@ -895,7 +895,7 @@ bool VolumetricFog::setupRenderer()
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descD.setBlend(true);
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descD.setZReadWrite(false, false);// desc.setZReadWrite(true, false);
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// prepassBuffer sampler
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// deferredBuffer sampler
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descD.samplersDefined = true;
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descD.samplers[0].addressModeU = GFXAddressClamp;
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descD.samplers[0].addressModeV = GFXAddressClamp;
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@ -1063,7 +1063,7 @@ void VolumetricFog::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
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mat.scale(mObjScale);
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GFX->multWorld(mat);
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GFX->setShader(mPrePassShader);
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GFX->setShader(mDeferredShader);
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GFX->setShaderConstBuffer(mPPShaderConsts);
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GFX->setStateBlock(mStateblock_preD);
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@ -1127,9 +1127,9 @@ void VolumetricFog::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
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mShaderConsts->setSafe(mTexScaleSC, mTexScale * mFOV);
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mShaderConsts->setSafe(mTexTilesSC, mTexTiles);
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GFXTextureObject *prepasstex = mPrepassTarget ? mPrepassTarget->getTexture(0) : NULL;
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GFXTextureObject *deferredtex = mDeferredTarget ? mDeferredTarget->getTexture(0) : NULL;
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GFX->setTexture(0, prepasstex);
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GFX->setTexture(0, deferredtex);
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GFX->setTexture(1, mDepthBuffer);
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GFX->setTexture(2, mFrontBuffer);
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@ -80,7 +80,7 @@ class VolumetricFog : public SceneObject
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protected:
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// Rendertargets;
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GFXTextureTargetRef z_buf;
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NamedTexTargetRef mPrepassTarget;
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NamedTexTargetRef mDeferredTarget;
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NamedTexTargetRef mDepthBufferTarget;
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NamedTexTargetRef mFrontBufferTarget;
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@ -89,7 +89,7 @@ class VolumetricFog : public SceneObject
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// Shaders
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GFXShaderRef mShader;
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GFXShaderRef mPrePassShader;
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GFXShaderRef mDeferredShader;
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GFXShaderRef mReflectionShader;
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// Stateblocks
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@ -739,7 +739,7 @@ void DecalRoad::prepRenderImage( SceneRenderState* state )
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// Make it the sort distance the max distance so that
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// it renders after all the other opaque geometry in
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// the prepass bin.
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// the deferred bin.
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coreRI.sortDistSq = F32_MAX;
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// If we need lights then set them up.
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@ -161,7 +161,7 @@ ConsoleDocClass( WaterObject,
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"\t- Paramable water fog and color shift.\n\n"
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"It will, however, look significantly different depending on the LightingManager "
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"that is active. With Basic Lighting, we do not have a prepass texture to "
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"that is active. With Basic Lighting, we do not have a deferred texture to "
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"lookup per-pixel depth and therefore cannot use our rendering techniques that depend on it.\n\n"
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"In particular, the following field groups are not used under Basic Lighting:\n"
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@ -29,7 +29,7 @@
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#include "lighting/shadowMap/shadowMapPass.h"
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#include "lighting/shadowMap/lightShadowMap.h"
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#include "lighting/common/lightMapParams.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "gfx/gfxTransformSaver.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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@ -130,7 +130,7 @@ AdvancedLightBinManager::AdvancedLightBinManager( AdvancedLightManager *lm /* =
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// We want a full-resolution buffer
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mTargetSizeType = RenderTexTargetBinManager::WindowSize;
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mMRTLightmapsDuringPrePass = false;
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mMRTLightmapsDuringDeferred = false;
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Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
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Con::addVariableNotify( "$pref::Shadows::filterMode", callback );
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@ -253,7 +253,7 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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return;
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// Clear as long as there isn't MRT population of light buffer with lightmap data
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if ( !MRTLightmapsDuringPrePass() )
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if ( !MRTLightmapsDuringDeferred() )
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GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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// Restore transforms
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@ -550,23 +550,23 @@ void AdvancedLightBinManager::setupSGData( SceneData &data, const SceneRenderSta
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}
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}
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void AdvancedLightBinManager::MRTLightmapsDuringPrePass( bool val )
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void AdvancedLightBinManager::MRTLightmapsDuringDeferred( bool val )
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{
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// Do not enable if the GFX device can't do MRT's
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if ( GFX->getNumRenderTargets() < 2 )
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val = false;
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if ( mMRTLightmapsDuringPrePass != val )
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if ( mMRTLightmapsDuringDeferred != val )
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{
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mMRTLightmapsDuringPrePass = val;
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mMRTLightmapsDuringDeferred = val;
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// Reload materials to cause a feature recalculation on prepass materials
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// Reload materials to cause a feature recalculation on deferred materials
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if(mLightManager->isActive())
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MATMGR->flushAndReInitInstances();
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RenderPrePassMgr *prepass;
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if ( Sim::findObject( "AL_PrePassBin", prepass ) && prepass->getTargetTexture( 0 ) )
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prepass->updateTargets();
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RenderDeferredMgr *deferred;
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if ( Sim::findObject( "AL_DeferredBin", deferred ) && deferred->getTargetTexture( 0 ) )
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deferred->updateTargets();
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}
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}
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@ -834,21 +834,21 @@ bool LightMatInstance::init( const FeatureSet &features, const GFXVertexFormat *
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// in the same way.
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litState.separateAlphaBlendDefined = true;
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litState.separateAlphaBlendEnable = false;
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litState.stencilMask = RenderPrePassMgr::OpaqueDynamicLitMask | RenderPrePassMgr::OpaqueStaticLitMask;
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litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask | RenderDeferredMgr::OpaqueStaticLitMask;
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mLitState[DynamicLight] = GFX->createStateBlock(litState);
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// StaticLightNonLMGeometry State: This will treat non-lightmapped geometry
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// in the usual way, but will not effect lightmapped geometry.
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litState.separateAlphaBlendDefined = true;
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litState.separateAlphaBlendEnable = false;
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litState.stencilMask = RenderPrePassMgr::OpaqueDynamicLitMask;
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litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask;
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mLitState[StaticLightNonLMGeometry] = GFX->createStateBlock(litState);
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// StaticLightLMGeometry State: This will add specular information (alpha) but
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// multiply-darken color information.
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litState.blendDest = GFXBlendSrcColor;
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litState.blendSrc = GFXBlendZero;
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litState.stencilMask = RenderPrePassMgr::OpaqueStaticLitMask;
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litState.stencilMask = RenderDeferredMgr::OpaqueStaticLitMask;
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litState.separateAlphaBlendDefined = true;
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litState.separateAlphaBlendEnable = true;
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litState.separateAlphaBlendSrc = GFXBlendOne;
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@ -121,8 +121,8 @@ public:
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// ConsoleObject interface
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DECLARE_CONOBJECT(AdvancedLightBinManager);
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bool MRTLightmapsDuringPrePass() const { return mMRTLightmapsDuringPrePass; }
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void MRTLightmapsDuringPrePass(bool val);
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bool MRTLightmapsDuringDeferred() const { return mMRTLightmapsDuringDeferred; }
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void MRTLightmapsDuringDeferred(bool val);
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typedef Signal<void(SceneRenderState *, AdvancedLightBinManager *)> RenderSignal;
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@ -195,7 +195,7 @@ protected:
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Vector<LightBinEntry> mLightBin;
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typedef Vector<LightBinEntry>::iterator LightBinIterator;
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bool mMRTLightmapsDuringPrePass;
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bool mMRTLightmapsDuringDeferred;
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/// Used in setupSGData to set the object transform.
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MatrixF mLightMat;
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@ -30,7 +30,7 @@
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#include "lighting/common/sceneLighting.h"
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#include "lighting/common/lightMapParams.h"
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#include "core/util/safeDelete.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "materials/materialManager.h"
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#include "math/util/sphereMesh.h"
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#include "console/consoleTypes.h"
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@ -115,27 +115,27 @@ void AdvancedLightManager::activate( SceneManager *sceneManager )
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mLightBinManager = new AdvancedLightBinManager( this, SHADOWMGR, blendTargetFormat );
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mLightBinManager->assignName( "AL_LightBinMgr" );
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// First look for the prepass bin...
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RenderPrePassMgr *prePassBin = _findPrePassRenderBin();
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// First look for the deferred bin...
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RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
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// If we didn't find the prepass bin then add one.
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// If we didn't find the deferred bin then add one.
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if ( !prePassBin )
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{
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prePassBin = new RenderPrePassMgr( true, blendTargetFormat );
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prePassBin->assignName( "AL_PrePassBin" );
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prePassBin = new RenderDeferredMgr( true, blendTargetFormat );
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prePassBin->assignName( "AL_DeferredBin" );
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prePassBin->registerObject();
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getSceneManager()->getDefaultRenderPass()->addManager( prePassBin );
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mPrePassRenderBin = prePassBin;
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mDeferredRenderBin = prePassBin;
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}
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// Tell the material manager that prepass is enabled.
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MATMGR->setPrePassEnabled( true );
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// Tell the material manager that deferred is enabled.
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MATMGR->setDeferredEnabled( true );
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// Insert our light bin manager.
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mLightBinManager->setRenderOrder( prePassBin->getRenderOrder() + 0.01f );
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getSceneManager()->getDefaultRenderPass()->addManager( mLightBinManager );
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AdvancedLightingFeatures::registerFeatures(mPrePassRenderBin->getTargetFormat(), mLightBinManager->getTargetFormat());
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AdvancedLightingFeatures::registerFeatures(mDeferredRenderBin->getTargetFormat(), mLightBinManager->getTargetFormat());
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// Last thing... let everyone know we're active.
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smActivateSignal.trigger( getId(), true );
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@ -151,14 +151,14 @@ void AdvancedLightManager::deactivate()
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// removing itself from the render passes.
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if( mLightBinManager )
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{
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mLightBinManager->MRTLightmapsDuringPrePass(false);
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mLightBinManager->MRTLightmapsDuringDeferred(false);
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mLightBinManager->deleteObject();
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}
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mLightBinManager = NULL;
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if ( mPrePassRenderBin )
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mPrePassRenderBin->deleteObject();
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mPrePassRenderBin = NULL;
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if ( mDeferredRenderBin )
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mDeferredRenderBin->deleteObject();
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mDeferredRenderBin = NULL;
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SHADOWMGR->deactivate();
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@ -348,8 +348,8 @@ void AdvancedLightManager::setLightInfo( ProcessedMaterial *pmat,
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U32 pass,
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GFXShaderConstBuffer *shaderConsts)
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{
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// Skip this if we're rendering from the prepass bin.
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if ( sgData.binType == SceneData::PrePassBin )
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// Skip this if we're rendering from the deferred bin.
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if ( sgData.binType == SceneData::DeferredBin )
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return;
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PROFILE_SCOPE(AdvancedLightManager_setLightInfo);
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@ -54,7 +54,7 @@
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class AvailableSLInterfaces;
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class AdvancedLightBinManager;
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class RenderPrePassMgr;
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class RenderDeferredMgr;
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class BaseMatInstance;
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class MaterialParameters;
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class MaterialParameterHandle;
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@ -115,7 +115,7 @@ protected:
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SimObjectPtr<AdvancedLightBinManager> mLightBinManager;
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SimObjectPtr<RenderPrePassMgr> mPrePassRenderBin;
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SimObjectPtr<RenderDeferredMgr> mDeferredRenderBin;
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LightConstantMap mConstantLookup;
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@ -44,7 +44,7 @@
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bool AdvancedLightingFeatures::smFeaturesRegistered = false;
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void AdvancedLightingFeatures::registerFeatures( const GFXFormat &prepassTargetFormat, const GFXFormat &lightInfoTargetFormat )
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void AdvancedLightingFeatures::registerFeatures( const GFXFormat &deferredTargetFormat, const GFXFormat &lightInfoTargetFormat )
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{
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AssertFatal( !smFeaturesRegistered, "AdvancedLightingFeatures::registerFeatures() - Features already registered. Bad!" );
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@ -56,8 +56,8 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &prepassTargetF
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if(GFX->getAdapterType() == OpenGL)
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{
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#if defined( TORQUE_OPENGL )
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cond = new GBufferConditionerGLSL( prepassTargetFormat, GBufferConditionerGLSL::ViewSpace );
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FEATUREMGR->registerFeature(MFT_PrePassConditioner, cond);
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cond = new GBufferConditionerGLSL( deferredTargetFormat, GBufferConditionerGLSL::ViewSpace );
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FEATUREMGR->registerFeature(MFT_DeferredConditioner, cond);
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FEATUREMGR->registerFeature(MFT_RTLighting, new DeferredRTLightingFeatGLSL());
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FEATUREMGR->registerFeature(MFT_NormalMap, new DeferredBumpFeatGLSL());
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FEATUREMGR->registerFeature(MFT_PixSpecular, new DeferredPixelSpecularGLSL());
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@ -68,8 +68,8 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &prepassTargetF
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else
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{
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#if defined( TORQUE_OS_WIN )
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cond = new GBufferConditionerHLSL( prepassTargetFormat, GBufferConditionerHLSL::ViewSpace );
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FEATUREMGR->registerFeature(MFT_PrePassConditioner, cond);
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cond = new GBufferConditionerHLSL( deferredTargetFormat, GBufferConditionerHLSL::ViewSpace );
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FEATUREMGR->registerFeature(MFT_DeferredConditioner, cond);
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FEATUREMGR->registerFeature(MFT_RTLighting, new DeferredRTLightingFeatHLSL());
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FEATUREMGR->registerFeature(MFT_NormalMap, new DeferredBumpFeatHLSL());
|
||||
FEATUREMGR->registerFeature(MFT_PixSpecular, new DeferredPixelSpecularHLSL());
|
||||
|
|
@ -78,7 +78,7 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &prepassTargetF
|
|||
#endif
|
||||
}
|
||||
|
||||
NamedTexTarget *target = NamedTexTarget::find( "prepass" );
|
||||
NamedTexTarget *target = NamedTexTarget::find( "deferred" );
|
||||
if ( target )
|
||||
target->setConditioner( cond );
|
||||
|
||||
|
|
@ -87,11 +87,11 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &prepassTargetF
|
|||
|
||||
void AdvancedLightingFeatures::unregisterFeatures()
|
||||
{
|
||||
NamedTexTarget *target = NamedTexTarget::find( "prepass" );
|
||||
NamedTexTarget *target = NamedTexTarget::find( "deferred" );
|
||||
if ( target )
|
||||
target->setConditioner( NULL );
|
||||
|
||||
FEATUREMGR->unregisterFeature(MFT_PrePassConditioner);
|
||||
FEATUREMGR->unregisterFeature(MFT_DeferredConditioner);
|
||||
FEATUREMGR->unregisterFeature(MFT_RTLighting);
|
||||
FEATUREMGR->unregisterFeature(MFT_NormalMap);
|
||||
FEATUREMGR->unregisterFeature(MFT_PixSpecular);
|
||||
|
|
|
|||
|
|
@ -31,7 +31,7 @@ class AdvancedLightingFeatures
|
|||
{
|
||||
public:
|
||||
|
||||
static void registerFeatures( const GFXFormat &prepassTargetFormat, const GFXFormat &lightInfoTargetFormat );
|
||||
static void registerFeatures( const GFXFormat &deferredTargetFormat, const GFXFormat &lightInfoTargetFormat );
|
||||
static void unregisterFeatures();
|
||||
|
||||
private:
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@
|
|||
#include "shaderGen/langElement.h"
|
||||
#include "shaderGen/shaderOp.h"
|
||||
#include "shaderGen/conditionerFeature.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
#include "materials/processedMaterial.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
|
||||
|
|
@ -144,7 +144,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular ) );
|
||||
|
||||
// If this has an interlaced pre-pass, do averaging here
|
||||
if( fd.features[MFT_InterlacedPrePass] )
|
||||
if( fd.features[MFT_InterlacedDeferred] )
|
||||
{
|
||||
Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
|
||||
if( !oneOverTargetSize )
|
||||
|
|
@ -216,7 +216,7 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
|
|||
void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
if( fd.features[MFT_PrePassConditioner] )
|
||||
if( fd.features[MFT_DeferredConditioner] )
|
||||
{
|
||||
// There is an output conditioner active, so we need to supply a transform
|
||||
// to the pixel shader.
|
||||
|
|
@ -264,7 +264,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
// NULL output in case nothing gets handled
|
||||
output = NULL;
|
||||
|
||||
if( fd.features[MFT_PrePassConditioner] )
|
||||
if( fd.features[MFT_DeferredConditioner] )
|
||||
{
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
|
|
@ -312,7 +312,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
}
|
||||
|
||||
// This var is read from GBufferConditionerGLSL and
|
||||
// used in the prepass output.
|
||||
// used in the deferred output.
|
||||
//
|
||||
// By using the 'half' type here we get a bunch of partial
|
||||
// precision optimized code on further operations on the normal
|
||||
|
|
@ -425,7 +425,7 @@ ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatu
|
|||
res.numTex = 1;
|
||||
res.numTexReg = 1;
|
||||
|
||||
if ( fd.features[MFT_PrePassConditioner] &&
|
||||
if ( fd.features[MFT_DeferredConditioner] &&
|
||||
fd.features.hasFeature( MFT_DetailNormalMap ) )
|
||||
{
|
||||
res.numTex += 1;
|
||||
|
|
@ -450,7 +450,7 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
|
|||
return;
|
||||
}
|
||||
|
||||
if (!fd.features[MFT_PrePassConditioner] && fd.features[MFT_AccuMap])
|
||||
if (!fd.features[MFT_DeferredConditioner] && fd.features[MFT_AccuMap])
|
||||
{
|
||||
passData.mTexType[texIndex] = Material::Bump;
|
||||
passData.mSamplerNames[texIndex] = "bumpMap";
|
||||
|
|
@ -464,14 +464,14 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
|
|||
}
|
||||
}
|
||||
else if (!fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
|
||||
( fd.features[MFT_PrePassConditioner] ||
|
||||
( fd.features[MFT_DeferredConditioner] ||
|
||||
fd.features[MFT_PixSpecular] ) )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::Bump;
|
||||
passData.mSamplerNames[ texIndex ] = "bumpMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
|
||||
|
||||
if ( fd.features[MFT_PrePassConditioner] &&
|
||||
if ( fd.features[MFT_DeferredConditioner] &&
|
||||
fd.features.hasFeature( MFT_DetailNormalMap ) )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::DetailBump;
|
||||
|
|
@ -604,11 +604,11 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
|
|||
{
|
||||
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
|
||||
if ( texTarget )
|
||||
{
|
||||
passData.mTexType[texIndex] = Material::TexTarget;
|
||||
passData.mSamplerNames[texIndex] = "prepassBuffer";
|
||||
passData.mSamplerNames[texIndex] = "deferredBuffer";
|
||||
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
|
||||
}
|
||||
}
|
||||
|
|
@ -620,11 +620,11 @@ void DeferredMinnaertGLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
|
|||
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
// Pull in the uncondition method for the g buffer
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find( RenderPrePassMgr::BufferName );
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find( RenderDeferredMgr::BufferName );
|
||||
if ( texTarget && texTarget->getConditioner() )
|
||||
{
|
||||
ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
|
||||
unconditionMethod->createMethodMacro( String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition", macros );
|
||||
unconditionMethod->createMethodMacro( String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition", macros );
|
||||
addDependency(unconditionMethod);
|
||||
}
|
||||
}
|
||||
|
|
@ -664,12 +664,12 @@ void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
minnaertConstant->constSortPos = cspPotentialPrimitive;
|
||||
|
||||
// create texture var
|
||||
Var *prepassBuffer = new Var;
|
||||
prepassBuffer->setType( "sampler2D" );
|
||||
prepassBuffer->setName( "prepassBuffer" );
|
||||
prepassBuffer->uniform = true;
|
||||
prepassBuffer->sampler = true;
|
||||
prepassBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
||||
Var *deferredBuffer = new Var;
|
||||
deferredBuffer->setType( "sampler2D" );
|
||||
deferredBuffer->setName( "deferredBuffer" );
|
||||
deferredBuffer->uniform = true;
|
||||
deferredBuffer->sampler = true;
|
||||
deferredBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
||||
|
||||
// Texture coord
|
||||
Var *uvScene = (Var*) LangElement::find( "uvScene" );
|
||||
|
|
@ -680,11 +680,11 @@ void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
// Get the world space view vector.
|
||||
Var *wsViewVec = getWsView( getInWsPosition( componentList ), meta );
|
||||
|
||||
String unconditionPrePassMethod = String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition";
|
||||
String unconditionDeferredMethod = String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition";
|
||||
|
||||
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
|
||||
|
||||
meta->addStatement( new GenOp( avar( " vec4 normalDepth = %s(@, @);\r\n", unconditionPrePassMethod.c_str() ), prepassBuffer, uvScene ) );
|
||||
meta->addStatement( new GenOp( avar( " vec4 normalDepth = %s(@, @);\r\n", unconditionDeferredMethod.c_str() ), deferredBuffer, uvScene ) );
|
||||
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, @);\r\n", wsViewVec ) );
|
||||
meta->addStatement( new GenOp( " float Minnaert = pow( @, @) * pow(vDotN, 1.0 - @);\r\n", d_NL_Att, minnaertConstant, minnaertConstant ) );
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
|
||||
|
|
|
|||
|
|
@ -30,13 +30,13 @@
|
|||
class ConditionerMethodDependency;
|
||||
|
||||
|
||||
/// Lights the pixel by sampling from the light prepass
|
||||
/// Lights the pixel by sampling from the light deferred
|
||||
/// buffer. It will fall back to forward lighting
|
||||
/// functionality for non-deferred rendered surfaces.
|
||||
///
|
||||
/// Also note that this feature is only used in the
|
||||
/// forward rendering pass. It is not used during the
|
||||
/// prepass step.
|
||||
/// deferred step.
|
||||
///
|
||||
class DeferredRTLightingFeatGLSL : public RTLightingFeatGLSL
|
||||
{
|
||||
|
|
@ -103,7 +103,7 @@ public:
|
|||
|
||||
|
||||
/// Generates specular highlights in the forward pass
|
||||
/// from the light prepass buffer.
|
||||
/// from the light deferred buffer.
|
||||
class DeferredPixelSpecularGLSL : public PixelSpecularGLSL
|
||||
{
|
||||
typedef PixelSpecularGLSL Parent;
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@
|
|||
#include "shaderGen/langElement.h"
|
||||
#include "shaderGen/shaderOp.h"
|
||||
#include "shaderGen/conditionerFeature.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
#include "materials/processedMaterial.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
|
||||
|
|
|
|||
|
|
@ -163,7 +163,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
|
||||
LangElement *outputDecl = new DecOp( unconditionedOut );
|
||||
|
||||
// If we're doing prepass blending then we need
|
||||
// If we're doing deferred blending then we need
|
||||
// to steal away the alpha channel before the
|
||||
// conditioner stomps on it.
|
||||
Var *alphaVal = NULL;
|
||||
|
|
@ -174,7 +174,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
}
|
||||
|
||||
// If using interlaced normals, invert the normal
|
||||
if(fd.features[MFT_InterlacedPrePass])
|
||||
if(fd.features[MFT_InterlacedDeferred])
|
||||
{
|
||||
// NOTE: Its safe to not call ShaderFeatureGLSL::addOutVpos() in the vertex
|
||||
// shader as for SM 3.0 nothing is needed there.
|
||||
|
|
@ -190,7 +190,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );
|
||||
meta->addStatement( assignOutput( unconditionedOut ) );
|
||||
|
||||
// If we have an alpha var then we're doing prepass lerp blending.
|
||||
// If we have an alpha var then we're doing deferred lerp blending.
|
||||
if ( alphaVal )
|
||||
{
|
||||
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName( DefaultTarget ) );
|
||||
|
|
@ -227,10 +227,10 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
|
|||
methodVar->setType("float4");
|
||||
DecOp *methodDecl = new DecOp(methodVar);
|
||||
|
||||
Var *prepassSampler = new Var;
|
||||
prepassSampler->setName("prepassSamplerVar");
|
||||
prepassSampler->setType("sampler2D");
|
||||
DecOp *prepassSamplerDecl = new DecOp(prepassSampler);
|
||||
Var *deferredSampler = new Var;
|
||||
deferredSampler->setName("deferredSamplerVar");
|
||||
deferredSampler->setType("sampler2D");
|
||||
DecOp *deferredSamplerDecl = new DecOp(deferredSampler);
|
||||
|
||||
Var *screenUV = new Var;
|
||||
screenUV->setName("screenUVVar");
|
||||
|
|
@ -242,7 +242,7 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
|
|||
bufferSample->setType("float4");
|
||||
DecOp *bufferSampleDecl = new DecOp(bufferSample);
|
||||
|
||||
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
|
||||
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, deferredSamplerDecl, screenUVDecl ) );
|
||||
|
||||
meta->addStatement( new GenOp( "{\r\n" ) );
|
||||
|
||||
|
|
@ -250,14 +250,14 @@ Var* GBufferConditionerGLSL::printMethodHeader( MethodType methodType, const Str
|
|||
|
||||
#ifdef TORQUE_OS_XENON
|
||||
meta->addStatement( new GenOp( " @;\r\n", bufferSampleDecl ) );
|
||||
meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, prepassSampler ) );
|
||||
meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, deferredSampler ) );
|
||||
#else
|
||||
// The gbuffer has no mipmaps, so use tex2dlod when
|
||||
// possible so that the shader compiler can optimize.
|
||||
meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, deferredSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " #else\r\n" ) );
|
||||
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, deferredSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " #endif\r\n\r\n" ) );
|
||||
#endif
|
||||
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@
|
|||
#include "shaderGen/langElement.h"
|
||||
#include "shaderGen/shaderOp.h"
|
||||
#include "shaderGen/conditionerFeature.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
#include "materials/processedMaterial.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
|
||||
|
|
@ -160,7 +160,7 @@ void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
unconditionLightInfo.c_str()), lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular));
|
||||
|
||||
// If this has an interlaced pre-pass, do averaging here
|
||||
if( fd.features[MFT_InterlacedPrePass] )
|
||||
if( fd.features[MFT_InterlacedDeferred] )
|
||||
{
|
||||
Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
|
||||
if( !oneOverTargetSize )
|
||||
|
|
@ -236,7 +236,7 @@ void DeferredRTLightingFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
void DeferredBumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
if( fd.features[MFT_PrePassConditioner] )
|
||||
if( fd.features[MFT_DeferredConditioner] )
|
||||
{
|
||||
// There is an output conditioner active, so we need to supply a transform
|
||||
// to the pixel shader.
|
||||
|
|
@ -284,7 +284,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
// NULL output in case nothing gets handled
|
||||
output = NULL;
|
||||
|
||||
if( fd.features[MFT_PrePassConditioner] )
|
||||
if( fd.features[MFT_DeferredConditioner] )
|
||||
{
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
||||
|
|
@ -358,7 +358,7 @@ void DeferredBumpFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
}
|
||||
|
||||
// This var is read from GBufferConditionerHLSL and
|
||||
// used in the prepass output.
|
||||
// used in the deferred output.
|
||||
//
|
||||
// By using the 'half' type here we get a bunch of partial
|
||||
// precision optimized code on further operations on the normal
|
||||
|
|
@ -500,7 +500,7 @@ ShaderFeature::Resources DeferredBumpFeatHLSL::getResources( const MaterialFeatu
|
|||
res.numTex = 1;
|
||||
res.numTexReg = 1;
|
||||
|
||||
if ( fd.features[MFT_PrePassConditioner] &&
|
||||
if ( fd.features[MFT_DeferredConditioner] &&
|
||||
fd.features.hasFeature( MFT_DetailNormalMap ) )
|
||||
{
|
||||
res.numTex += 1;
|
||||
|
|
@ -525,7 +525,7 @@ void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
return;
|
||||
}
|
||||
|
||||
if ( !fd.features[MFT_PrePassConditioner] && fd.features[MFT_AccuMap] )
|
||||
if ( !fd.features[MFT_DeferredConditioner] && fd.features[MFT_AccuMap] )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::Bump;
|
||||
passData.mSamplerNames[ texIndex ] = "bumpMap";
|
||||
|
|
@ -539,14 +539,14 @@ void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
}
|
||||
}
|
||||
else if ( !fd.features[MFT_Parallax] && !fd.features[MFT_SpecularMap] &&
|
||||
( fd.features[MFT_PrePassConditioner] ||
|
||||
( fd.features[MFT_DeferredConditioner] ||
|
||||
fd.features[MFT_PixSpecular] ) )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::Bump;
|
||||
passData.mSamplerNames[ texIndex ] = "bumpMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
|
||||
|
||||
if ( fd.features[MFT_PrePassConditioner] &&
|
||||
if ( fd.features[MFT_DeferredConditioner] &&
|
||||
fd.features.hasFeature( MFT_DetailNormalMap ) )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::DetailBump;
|
||||
|
|
@ -681,11 +681,11 @@ void DeferredMinnaertHLSL::setTexData( Material::StageData &stageDat,
|
|||
{
|
||||
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
|
||||
if ( texTarget )
|
||||
{
|
||||
passData.mTexType[texIndex] = Material::TexTarget;
|
||||
passData.mSamplerNames[texIndex] = "prepassBuffer";
|
||||
passData.mSamplerNames[texIndex] = "deferredBuffer";
|
||||
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
|
||||
}
|
||||
}
|
||||
|
|
@ -697,11 +697,11 @@ void DeferredMinnaertHLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
|
|||
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
|
||||
{
|
||||
// Pull in the uncondition method for the g buffer
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find( RenderPrePassMgr::BufferName );
|
||||
NamedTexTarget *texTarget = NamedTexTarget::find( RenderDeferredMgr::BufferName );
|
||||
if ( texTarget && texTarget->getConditioner() )
|
||||
{
|
||||
ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
|
||||
unconditionMethod->createMethodMacro( String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition", macros );
|
||||
unconditionMethod->createMethodMacro( String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition", macros );
|
||||
addDependency(unconditionMethod);
|
||||
}
|
||||
}
|
||||
|
|
@ -741,23 +741,23 @@ void DeferredMinnaertHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
minnaertConstant->constSortPos = cspPotentialPrimitive;
|
||||
|
||||
// create texture var
|
||||
Var *prepassBuffer = new Var;
|
||||
prepassBuffer->setType( "sampler2D" );
|
||||
prepassBuffer->setName( "prepassBuffer" );
|
||||
prepassBuffer->uniform = true;
|
||||
prepassBuffer->sampler = true;
|
||||
prepassBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
||||
Var *deferredBuffer = new Var;
|
||||
deferredBuffer->setType( "sampler2D" );
|
||||
deferredBuffer->setName( "deferredBuffer" );
|
||||
deferredBuffer->uniform = true;
|
||||
deferredBuffer->sampler = true;
|
||||
deferredBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
|
||||
|
||||
Var* prePassTex = NULL;
|
||||
if (mIsDirect3D11)
|
||||
{
|
||||
prepassBuffer->setType("SamplerState");
|
||||
deferredBuffer->setType("SamplerState");
|
||||
prePassTex = new Var;
|
||||
prePassTex->setName("prePassTex");
|
||||
prePassTex->setType("Texture2D");
|
||||
prePassTex->uniform = true;
|
||||
prePassTex->texture = true;
|
||||
prePassTex->constNum = prepassBuffer->constNum;
|
||||
prePassTex->constNum = deferredBuffer->constNum;
|
||||
}
|
||||
|
||||
// Texture coord
|
||||
|
|
@ -769,14 +769,14 @@ void DeferredMinnaertHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
// Get the world space view vector.
|
||||
Var *wsViewVec = getWsView( getInWsPosition( componentList ), meta );
|
||||
|
||||
String unconditionPrePassMethod = String::ToLower(RenderPrePassMgr::BufferName) + "Uncondition";
|
||||
String unconditionDeferredMethod = String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition";
|
||||
|
||||
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
|
||||
|
||||
if (mIsDirect3D11)
|
||||
meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, ,@, @);\r\n", unconditionPrePassMethod.c_str()), prepassBuffer, prePassTex, uvScene));
|
||||
meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, ,@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, prePassTex, uvScene));
|
||||
else
|
||||
meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, @);\r\n", unconditionPrePassMethod.c_str()), prepassBuffer, uvScene));
|
||||
meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, uvScene));
|
||||
|
||||
meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, @);\r\n", wsViewVec ) );
|
||||
meta->addStatement( new GenOp( " float Minnaert = pow( @, @) * pow(vDotN, 1.0 - @);\r\n", d_NL_Att, minnaertConstant, minnaertConstant ) );
|
||||
|
|
|
|||
|
|
@ -30,13 +30,13 @@
|
|||
class ConditionerMethodDependency;
|
||||
|
||||
|
||||
/// Lights the pixel by sampling from the light prepass
|
||||
/// Lights the pixel by sampling from the light deferred
|
||||
/// buffer. It will fall back to forward lighting
|
||||
/// functionality for non-deferred rendered surfaces.
|
||||
///
|
||||
/// Also note that this feature is only used in the
|
||||
/// forward rendering pass. It is not used during the
|
||||
/// prepass step.
|
||||
/// deferred step.
|
||||
///
|
||||
class DeferredRTLightingFeatHLSL : public RTLightingFeatHLSL
|
||||
{
|
||||
|
|
@ -103,7 +103,7 @@ public:
|
|||
|
||||
|
||||
/// Generates specular highlights in the forward pass
|
||||
/// from the light prepass buffer.
|
||||
/// from the light deferred buffer.
|
||||
class DeferredPixelSpecularHLSL : public PixelSpecularHLSL
|
||||
{
|
||||
typedef PixelSpecularHLSL Parent;
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@
|
|||
#include "shaderGen/langElement.h"
|
||||
#include "shaderGen/shaderOp.h"
|
||||
#include "shaderGen/conditionerFeature.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
#include "materials/processedMaterial.h"
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
|
||||
|
|
|
|||
|
|
@ -163,7 +163,7 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
|
||||
LangElement *outputDecl = new DecOp( unconditionedOut );
|
||||
|
||||
// If we're doing prepass blending then we need
|
||||
// If we're doing deferred blending then we need
|
||||
// to steal away the alpha channel before the
|
||||
// conditioner stomps on it.
|
||||
Var *alphaVal = NULL;
|
||||
|
|
@ -174,7 +174,7 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
}
|
||||
|
||||
// If using interlaced normals, invert the normal
|
||||
if(fd.features[MFT_InterlacedPrePass])
|
||||
if(fd.features[MFT_InterlacedDeferred])
|
||||
{
|
||||
// NOTE: Its safe to not call ShaderFeatureHLSL::addOutVpos() in the vertex
|
||||
// shader as for SM 3.0 nothing is needed there.
|
||||
|
|
@ -190,7 +190,7 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
|
|||
meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );
|
||||
meta->addStatement( assignOutput( unconditionedOut ) );
|
||||
|
||||
// If we have an alpha var then we're doing prepass lerp blending.
|
||||
// If we have an alpha var then we're doing deferred lerp blending.
|
||||
if ( alphaVal )
|
||||
{
|
||||
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName( DefaultTarget ) );
|
||||
|
|
@ -228,27 +228,27 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
|
|||
methodVar->setType("inline float4");
|
||||
DecOp *methodDecl = new DecOp(methodVar);
|
||||
|
||||
Var *prepassSampler = new Var;
|
||||
prepassSampler->setName("prepassSamplerVar");
|
||||
prepassSampler->setType("sampler2D");
|
||||
DecOp *prepassSamplerDecl = new DecOp(prepassSampler);
|
||||
Var *deferredSampler = new Var;
|
||||
deferredSampler->setName("deferredSamplerVar");
|
||||
deferredSampler->setType("sampler2D");
|
||||
DecOp *deferredSamplerDecl = new DecOp(deferredSampler);
|
||||
|
||||
Var *screenUV = new Var;
|
||||
screenUV->setName("screenUVVar");
|
||||
screenUV->setType("float2");
|
||||
DecOp *screenUVDecl = new DecOp(screenUV);
|
||||
|
||||
Var *prepassTex = NULL;
|
||||
DecOp *prepassTexDecl = NULL;
|
||||
Var *deferredTex = NULL;
|
||||
DecOp *deferredTexDecl = NULL;
|
||||
if (isDirect3D11)
|
||||
{
|
||||
prepassSampler->setType("SamplerState");
|
||||
prepassTex = new Var;
|
||||
prepassTex->setName("prepassTexVar");
|
||||
prepassTex->setType("Texture2D");
|
||||
prepassTex->texture = true;
|
||||
prepassTex->constNum = prepassSampler->constNum;
|
||||
prepassTexDecl = new DecOp(prepassTex);
|
||||
deferredSampler->setType("SamplerState");
|
||||
deferredTex = new Var;
|
||||
deferredTex->setName("deferredTexVar");
|
||||
deferredTex->setType("Texture2D");
|
||||
deferredTex->texture = true;
|
||||
deferredTex->constNum = deferredSampler->constNum;
|
||||
deferredTexDecl = new DecOp(deferredTex);
|
||||
}
|
||||
|
||||
Var *bufferSample = new Var;
|
||||
|
|
@ -257,9 +257,9 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
|
|||
DecOp *bufferSampleDecl = new DecOp(bufferSample);
|
||||
|
||||
if (isDirect3D11)
|
||||
meta->addStatement(new GenOp("@(@, @, @)\r\n", methodDecl, prepassSamplerDecl, prepassTexDecl, screenUVDecl));
|
||||
meta->addStatement(new GenOp("@(@, @, @)\r\n", methodDecl, deferredSamplerDecl, deferredTexDecl, screenUVDecl));
|
||||
else
|
||||
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
|
||||
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, deferredSamplerDecl, screenUVDecl ) );
|
||||
|
||||
meta->addStatement( new GenOp( "{\r\n" ) );
|
||||
|
||||
|
|
@ -267,18 +267,18 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
|
|||
|
||||
#ifdef TORQUE_OS_XENON
|
||||
meta->addStatement( new GenOp( " @;\r\n", bufferSampleDecl ) );
|
||||
meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, prepassSampler ) );
|
||||
meta->addStatement( new GenOp( " asm { tfetch2D @, @, @, MagFilter = point, MinFilter = point, MipFilter = point };\r\n", bufferSample, screenUV, deferredSampler ) );
|
||||
#else
|
||||
// The gbuffer has no mipmaps, so use tex2dlod when
|
||||
// possible so that the shader compiler can optimize.
|
||||
meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
|
||||
if (isDirect3D11)
|
||||
meta->addStatement(new GenOp(" @ = @.SampleLevel(@, @,0);\r\n", bufferSampleDecl, prepassTex, prepassSampler, screenUV));
|
||||
meta->addStatement(new GenOp(" @ = @.SampleLevel(@, @,0);\r\n", bufferSampleDecl, deferredTex, deferredSampler, screenUV));
|
||||
else
|
||||
meta->addStatement(new GenOp(" @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV));
|
||||
meta->addStatement(new GenOp(" @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, deferredSampler, screenUV));
|
||||
|
||||
meta->addStatement(new GenOp(" #else\r\n"));
|
||||
meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV));
|
||||
meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", bufferSampleDecl, deferredSampler, screenUV));
|
||||
meta->addStatement(new GenOp(" #endif\r\n\r\n"));
|
||||
#endif
|
||||
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@
|
|||
#include "materials/materialFeatureTypes.h"
|
||||
#include "math/util/frustum.h"
|
||||
#include "scene/sceneObject.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
#include "shaderGen/featureMgr.h"
|
||||
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
|
||||
#include "shaderGen/HLSL/bumpHLSL.h"
|
||||
|
|
@ -184,8 +184,8 @@ void BasicLightManager::activate( SceneManager *sceneManager )
|
|||
FEATUREMGR->unregisterFeature( MFT_MinnaertShading );
|
||||
FEATUREMGR->unregisterFeature( MFT_SubSurface );
|
||||
|
||||
// First look for the prepass bin...
|
||||
RenderPrePassMgr *prePassBin = _findPrePassRenderBin();
|
||||
// First look for the deferred bin...
|
||||
RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
|
||||
|
||||
/*
|
||||
// If you would like to use forward shading, and have a linear depth pre-pass
|
||||
|
|
@ -204,19 +204,19 @@ void BasicLightManager::activate( SceneManager *sceneManager )
|
|||
// Uncomment this for a no-color-write z-fill pass.
|
||||
//linearDepthFormat = GFXFormat_COUNT;
|
||||
|
||||
prePassBin = new RenderPrePassMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
|
||||
prePassBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
|
||||
prePassBin->registerObject();
|
||||
rpm->addManager( prePassBin );
|
||||
}
|
||||
*/
|
||||
mPrePassRenderBin = prePassBin;
|
||||
mDeferredRenderBin = prePassBin;
|
||||
|
||||
// If there is a prepass bin
|
||||
MATMGR->setPrePassEnabled( mPrePassRenderBin.isValid() );
|
||||
sceneManager->setPostEffectFog( mPrePassRenderBin.isValid() && mPrePassRenderBin->getTargetChainLength() > 0 );
|
||||
// If there is a deferred bin
|
||||
MATMGR->setDeferredEnabled( mDeferredRenderBin.isValid() );
|
||||
sceneManager->setPostEffectFog( mDeferredRenderBin.isValid() && mDeferredRenderBin->getTargetChainLength() > 0 );
|
||||
|
||||
// Tell the material manager that we don't use prepass.
|
||||
MATMGR->setPrePassEnabled( false );
|
||||
// Tell the material manager that we don't use deferred.
|
||||
MATMGR->setDeferredEnabled( false );
|
||||
|
||||
GFXShader::addGlobalMacro( "TORQUE_BASIC_LIGHTING" );
|
||||
|
||||
|
|
@ -241,9 +241,9 @@ void BasicLightManager::deactivate()
|
|||
}
|
||||
mConstantLookup.clear();
|
||||
|
||||
if ( mPrePassRenderBin )
|
||||
mPrePassRenderBin->deleteObject();
|
||||
mPrePassRenderBin = NULL;
|
||||
if ( mDeferredRenderBin )
|
||||
mDeferredRenderBin->deleteObject();
|
||||
mDeferredRenderBin = NULL;
|
||||
|
||||
GFXShader::removeGlobalMacro( "TORQUE_BASIC_LIGHTING" );
|
||||
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@
|
|||
|
||||
class AvailableSLInterfaces;
|
||||
class GFXShaderConstHandle;
|
||||
class RenderPrePassMgr;
|
||||
class RenderDeferredMgr;
|
||||
class PlatformTimer;
|
||||
|
||||
class blTerrainSystem;
|
||||
|
|
@ -77,7 +77,7 @@ protected:
|
|||
BasicLightManager();
|
||||
virtual ~BasicLightManager();
|
||||
|
||||
SimObjectPtr<RenderPrePassMgr> mPrePassRenderBin;
|
||||
SimObjectPtr<RenderDeferredMgr> mDeferredRenderBin;
|
||||
|
||||
struct LightingShaderConstants
|
||||
{
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@
|
|||
#include "T3D/gameBase/gameConnection.h"
|
||||
#include "gfx/gfxStringEnumTranslate.h"
|
||||
#include "console/engineAPI.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
|
||||
|
||||
Signal<void(const char*,bool)> LightManager::smActivateSignal;
|
||||
|
|
@ -419,15 +419,15 @@ bool LightManager::lightScene( const char* callback, const char* param )
|
|||
return sl->lightScene( callback, flags );
|
||||
}
|
||||
|
||||
RenderPrePassMgr* LightManager::_findPrePassRenderBin()
|
||||
RenderDeferredMgr* LightManager::_findDeferredRenderBin()
|
||||
{
|
||||
RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
|
||||
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
|
||||
{
|
||||
RenderBinManager *bin = rpm->getManager( i );
|
||||
if( bin->getRenderInstType() == RenderPrePassMgr::RIT_PrePass )
|
||||
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
|
||||
{
|
||||
return ( RenderPrePassMgr* ) bin;
|
||||
return ( RenderDeferredMgr* ) bin;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -49,7 +49,7 @@ class GFXShaderConstBuffer;
|
|||
class GFXShaderConstHandle;
|
||||
class ShaderConstHandles;
|
||||
class SceneRenderState;
|
||||
class RenderPrePassMgr;
|
||||
class RenderDeferredMgr;
|
||||
class Frustum;
|
||||
|
||||
///
|
||||
|
|
@ -167,7 +167,7 @@ protected:
|
|||
static LightManager *smActiveLM;
|
||||
|
||||
/// Find the pre-pass render bin on the scene's default render pass.
|
||||
RenderPrePassMgr* _findPrePassRenderBin();
|
||||
RenderDeferredMgr* _findDeferredRenderBin();
|
||||
|
||||
/// This helper function sets the shader constansts
|
||||
/// for the stock 4 light forward lighting code.
|
||||
|
|
|
|||
|
|
@ -519,7 +519,7 @@ void LightingShaderConstants::init(GFXShader* shader)
|
|||
mLightSpotParamsSC = shader->getShaderConstHandle("$lightSpotParams");
|
||||
|
||||
// NOTE: These are the shader constants used for doing lighting
|
||||
// during the forward pass. Do not confuse these for the prepass
|
||||
// during the forward pass. Do not confuse these for the deferred
|
||||
// lighting constants which are used from AdvancedLightBinManager.
|
||||
mLightPositionSC = shader->getShaderConstHandle( ShaderGenVars::lightPosition );
|
||||
mLightDiffuseSC = shader->getShaderConstHandle( ShaderGenVars::lightDiffuse );
|
||||
|
|
|
|||
|
|
@ -82,7 +82,7 @@ struct LightingShaderConstants
|
|||
|
||||
// NOTE: These are the shader constants used for doing
|
||||
// lighting during the forward pass. Do not confuse
|
||||
// these for the prepass lighting constants which are
|
||||
// these for the deferred lighting constants which are
|
||||
// used from AdvancedLightBinManager.
|
||||
GFXShaderConstHandle *mLightPositionSC;
|
||||
GFXShaderConstHandle *mLightDiffuseSC;
|
||||
|
|
|
|||
|
|
@ -90,7 +90,7 @@ void ShadowMaterialHook::init( BaseMatInstance *inMat )
|
|||
forced.setBlend( false );
|
||||
forced.setAlphaTest( false );
|
||||
|
||||
// We should force on zwrite as the prepass
|
||||
// We should force on zwrite as the deferred
|
||||
// will disable it by default.
|
||||
forced.setZReadWrite( true, true );
|
||||
|
||||
|
|
|
|||
|
|
@ -77,7 +77,7 @@ protected:
|
|||
/// It is up to the derived class to set this variable appropriately.
|
||||
bool mIsValid;
|
||||
|
||||
/// This is set by initialization and used by the prepass.
|
||||
/// This is set by initialization and used by the deferred.
|
||||
bool mHasNormalMaps;
|
||||
|
||||
/// This material makes use of bone transforms
|
||||
|
|
|
|||
|
|
@ -73,13 +73,13 @@ ImplementFeatureType( MFT_IsEmissive, U32(-1), -1, true );
|
|||
ImplementFeatureType( MFT_GlossMap, U32(-1), -1, true );
|
||||
ImplementFeatureType( MFT_DiffuseMapAtlas, U32(-1), -1, true );
|
||||
ImplementFeatureType( MFT_NormalMapAtlas, U32(-1), -1, true );
|
||||
ImplementFeatureType( MFT_InterlacedPrePass, U32(-1), -1, true );
|
||||
ImplementFeatureType( MFT_InterlacedDeferred, U32(-1), -1, true );
|
||||
|
||||
ImplementFeatureType( MFT_ParaboloidVertTransform, MFG_Transform, -1, false );
|
||||
ImplementFeatureType( MFT_IsSinglePassParaboloid, U32(-1), -1, false );
|
||||
ImplementFeatureType( MFT_EyeSpaceDepthOut, MFG_PostLighting, 2.0f, false );
|
||||
ImplementFeatureType( MFT_DepthOut, MFG_PostLighting, 3.0f, false );
|
||||
ImplementFeatureType( MFT_PrePassConditioner, MFG_PostProcess, 1.0f, false );
|
||||
ImplementFeatureType( MFT_DeferredConditioner, MFG_PostProcess, 1.0f, false );
|
||||
ImplementFeatureType( MFT_NormalsOut, MFG_PreLighting, 1.0f, false );
|
||||
|
||||
ImplementFeatureType( MFT_LightbufferMRT, MFG_PreLighting, 1.0f, false );
|
||||
|
|
|
|||
|
|
@ -150,8 +150,8 @@ DeclareFeatureType( MFT_Fog );
|
|||
DeclareFeatureType( MFT_HDROut );
|
||||
|
||||
///
|
||||
DeclareFeatureType( MFT_PrePassConditioner );
|
||||
DeclareFeatureType( MFT_InterlacedPrePass );
|
||||
DeclareFeatureType( MFT_DeferredConditioner );
|
||||
DeclareFeatureType( MFT_InterlacedDeferred );
|
||||
|
||||
/// This feature causes MFT_ToneMap and MFT_LightMap to output their light color
|
||||
/// to the second render-target
|
||||
|
|
|
|||
|
|
@ -68,7 +68,7 @@ MaterialManager::MaterialManager()
|
|||
|
||||
mMaterialSet = NULL;
|
||||
|
||||
mUsingPrePass = false;
|
||||
mUsingDeferred = false;
|
||||
|
||||
mFlushAndReInit = false;
|
||||
|
||||
|
|
|
|||
|
|
@ -79,11 +79,11 @@ public:
|
|||
/// Gets the global warning material instance, callers should not free this copy
|
||||
BaseMatInstance * getWarningMatInstance();
|
||||
|
||||
/// Set the prepass enabled state.
|
||||
void setPrePassEnabled( bool enabled ) { mUsingPrePass = enabled; }
|
||||
/// Set the deferred enabled state.
|
||||
void setDeferredEnabled( bool enabled ) { mUsingDeferred = enabled; }
|
||||
|
||||
/// Get the prepass enabled state.
|
||||
bool getPrePassEnabled() const { return mUsingPrePass; }
|
||||
/// Get the deferred enabled state.
|
||||
bool getDeferredEnabled() const { return mUsingDeferred; }
|
||||
|
||||
#ifndef TORQUE_SHIPPING
|
||||
|
||||
|
|
@ -153,7 +153,7 @@ protected:
|
|||
typedef Map<String, String> MaterialMap;
|
||||
MaterialMap mMaterialMap;
|
||||
|
||||
bool mUsingPrePass;
|
||||
bool mUsingDeferred;
|
||||
|
||||
// time tracking
|
||||
F32 mDt;
|
||||
|
|
|
|||
|
|
@ -288,9 +288,9 @@ void ProcessedMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockD
|
|||
}
|
||||
}
|
||||
|
||||
// The prepass will take care of writing to the
|
||||
// The deferred will take care of writing to the
|
||||
// zbuffer, so we don't have to by default.
|
||||
if ( MATMGR->getPrePassEnabled() &&
|
||||
if ( MATMGR->getDeferredEnabled() &&
|
||||
!mFeatures.hasFeature(MFT_ForwardShading))
|
||||
result.setZReadWrite( result.zEnable, false );
|
||||
|
||||
|
|
@ -350,7 +350,7 @@ U32 ProcessedMaterial::_getRenderStateIndex( const SceneRenderState *sceneState,
|
|||
if ( sceneState && sceneState->isReflectPass() )
|
||||
currState |= RenderPassData::STATE_REFLECT;
|
||||
|
||||
if ( sgData.binType != SceneData::PrePassBin &&
|
||||
if ( sgData.binType != SceneData::DeferredBin &&
|
||||
mMaterial->isTranslucent() )
|
||||
currState |= RenderPassData::STATE_TRANSLUCENT;
|
||||
|
||||
|
|
|
|||
|
|
@ -301,7 +301,7 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
|
|||
|
||||
if ( mMaterial->isTranslucent() )
|
||||
{
|
||||
// Note: This is for decal blending into the prepass
|
||||
// Note: This is for decal blending into the deferred
|
||||
// for AL... it probably needs to be made clearer.
|
||||
if ( mMaterial->mTranslucentBlendOp == Material::LerpAlpha &&
|
||||
mMaterial->mTranslucentZWrite )
|
||||
|
|
@ -318,11 +318,11 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
|
|||
if ( dStrcmp( LIGHTMGR->getId(), "BLM" ) == 0 )
|
||||
fd.features.addFeature( MFT_ForwardShading );
|
||||
|
||||
// Disabling the InterlacedPrePass feature for now. It is not ready for prime-time
|
||||
// Disabling the InterlacedDeferred feature for now. It is not ready for prime-time
|
||||
// and it should not be triggered off of the DoubleSided parameter. [2/5/2010 Pat]
|
||||
/*if ( mMaterial->isDoubleSided() )
|
||||
{
|
||||
fd.features.addFeature( MFT_InterlacedPrePass );
|
||||
fd.features.addFeature( MFT_InterlacedDeferred );
|
||||
}*/
|
||||
|
||||
// Allow instancing if it was requested and the card supports
|
||||
|
|
|
|||
|
|
@ -49,9 +49,9 @@ struct SceneData
|
|||
/// @see RenderGlowMgr
|
||||
GlowBin,
|
||||
|
||||
/// The prepass render bin.
|
||||
/// @RenderPrePassMgr
|
||||
PrePassBin,
|
||||
/// The deferred render bin.
|
||||
/// @RenderDeferredMgr
|
||||
DeferredBin,
|
||||
};
|
||||
|
||||
/// This defines when we're rendering a special bin
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
|
||||
#include "gfx/gfxTransformSaver.h"
|
||||
#include "materials/sceneData.h"
|
||||
|
|
@ -51,40 +51,40 @@
|
|||
#include "materials/shaderData.h"
|
||||
#include "gfx/sim/cubemapData.h"
|
||||
|
||||
const MatInstanceHookType PrePassMatInstanceHook::Type( "PrePass" );
|
||||
const String RenderPrePassMgr::BufferName("prepass");
|
||||
const RenderInstType RenderPrePassMgr::RIT_PrePass("PrePass");
|
||||
const String RenderPrePassMgr::ColorBufferName("color");
|
||||
const String RenderPrePassMgr::MatInfoBufferName("matinfo");
|
||||
const MatInstanceHookType DeferredMatInstanceHook::Type( "Deferred" );
|
||||
const String RenderDeferredMgr::BufferName("deferred");
|
||||
const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
|
||||
const String RenderDeferredMgr::ColorBufferName("color");
|
||||
const String RenderDeferredMgr::MatInfoBufferName("matinfo");
|
||||
|
||||
IMPLEMENT_CONOBJECT(RenderPrePassMgr);
|
||||
IMPLEMENT_CONOBJECT(RenderDeferredMgr);
|
||||
|
||||
ConsoleDocClass( RenderPrePassMgr,
|
||||
"@brief The render bin which performs a z+normals prepass used in Advanced Lighting.\n\n"
|
||||
ConsoleDocClass( RenderDeferredMgr,
|
||||
"@brief The render bin which performs a z+normals deferred used in Advanced Lighting.\n\n"
|
||||
"This render bin is used in Advanced Lighting to gather all opaque mesh render instances "
|
||||
"and render them to the g-buffer for use in lighting the scene and doing effects.\n\n"
|
||||
"PostEffect and other shaders can access the output of this bin by using the #prepass "
|
||||
"PostEffect and other shaders can access the output of this bin by using the #deferred "
|
||||
"texture target name. See the edge anti-aliasing post effect for an example.\n\n"
|
||||
"@see game/core/scripts/client/postFx/edgeAA.cs\n"
|
||||
"@ingroup RenderBin\n" );
|
||||
|
||||
|
||||
RenderPrePassMgr::RenderSignal& RenderPrePassMgr::getRenderSignal()
|
||||
RenderDeferredMgr::RenderSignal& RenderDeferredMgr::getRenderSignal()
|
||||
{
|
||||
static RenderSignal theSignal;
|
||||
return theSignal;
|
||||
}
|
||||
|
||||
|
||||
RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
|
||||
RenderDeferredMgr::RenderDeferredMgr( bool gatherDepth,
|
||||
GFXFormat format )
|
||||
: Parent( RIT_PrePass,
|
||||
: Parent( RIT_Deferred,
|
||||
0.01f,
|
||||
0.01f,
|
||||
format,
|
||||
Point2I( Parent::DefaultTargetSize, Parent::DefaultTargetSize),
|
||||
gatherDepth ? Parent::DefaultTargetChainLength : 0 ),
|
||||
mPrePassMatInstance( NULL )
|
||||
mDeferredMatInstance( NULL )
|
||||
{
|
||||
notifyType( RenderPassManager::RIT_Decal );
|
||||
notifyType( RenderPassManager::RIT_DecalRoad );
|
||||
|
|
@ -107,30 +107,30 @@ RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
|
|||
_registerFeatures();
|
||||
}
|
||||
|
||||
RenderPrePassMgr::~RenderPrePassMgr()
|
||||
RenderDeferredMgr::~RenderDeferredMgr()
|
||||
{
|
||||
GFXShader::removeGlobalMacro( "TORQUE_LINEAR_DEPTH" );
|
||||
|
||||
mColorTarget.release();
|
||||
mMatInfoTarget.release();
|
||||
_unregisterFeatures();
|
||||
SAFE_DELETE( mPrePassMatInstance );
|
||||
SAFE_DELETE( mDeferredMatInstance );
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::_registerFeatures()
|
||||
void RenderDeferredMgr::_registerFeatures()
|
||||
{
|
||||
ConditionerFeature *cond = new LinearEyeDepthConditioner( getTargetFormat() );
|
||||
FEATUREMGR->registerFeature( MFT_PrePassConditioner, cond );
|
||||
FEATUREMGR->registerFeature( MFT_DeferredConditioner, cond );
|
||||
mNamedTarget.setConditioner( cond );
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::_unregisterFeatures()
|
||||
void RenderDeferredMgr::_unregisterFeatures()
|
||||
{
|
||||
mNamedTarget.setConditioner( NULL );
|
||||
FEATUREMGR->unregisterFeature(MFT_PrePassConditioner);
|
||||
FEATUREMGR->unregisterFeature(MFT_DeferredConditioner);
|
||||
}
|
||||
|
||||
bool RenderPrePassMgr::setTargetSize(const Point2I &newTargetSize)
|
||||
bool RenderDeferredMgr::setTargetSize(const Point2I &newTargetSize)
|
||||
{
|
||||
bool ret = Parent::setTargetSize( newTargetSize );
|
||||
mNamedTarget.setViewport( GFX->getViewport() );
|
||||
|
|
@ -139,14 +139,14 @@ bool RenderPrePassMgr::setTargetSize(const Point2I &newTargetSize)
|
|||
return ret;
|
||||
}
|
||||
|
||||
bool RenderPrePassMgr::_updateTargets()
|
||||
bool RenderDeferredMgr::_updateTargets()
|
||||
{
|
||||
PROFILE_SCOPE(RenderPrePassMgr_updateTargets);
|
||||
PROFILE_SCOPE(RenderDeferredMgr_updateTargets);
|
||||
|
||||
bool ret = Parent::_updateTargets();
|
||||
|
||||
// check for an output conditioner, and update it's format
|
||||
ConditionerFeature *outputConditioner = dynamic_cast<ConditionerFeature *>(FEATUREMGR->getByType(MFT_PrePassConditioner));
|
||||
ConditionerFeature *outputConditioner = dynamic_cast<ConditionerFeature *>(FEATUREMGR->getByType(MFT_DeferredConditioner));
|
||||
if( outputConditioner && outputConditioner->setBufferFormat(mTargetFormat) )
|
||||
{
|
||||
// reload materials, the conditioner needs to alter the generated shaders
|
||||
|
|
@ -193,7 +193,7 @@ bool RenderPrePassMgr::_updateTargets()
|
|||
// lightmapped geometry in the scene.
|
||||
AdvancedLightBinManager *lightBin;
|
||||
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) &&
|
||||
lightBin->MRTLightmapsDuringPrePass() &&
|
||||
lightBin->MRTLightmapsDuringDeferred() &&
|
||||
lightBin->isProperlyAdded() )
|
||||
{
|
||||
// Update the size of the light bin target here. This will call _updateTargets
|
||||
|
|
@ -218,28 +218,28 @@ bool RenderPrePassMgr::_updateTargets()
|
|||
return ret;
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::_createPrePassMaterial()
|
||||
void RenderDeferredMgr::_createDeferredMaterial()
|
||||
{
|
||||
SAFE_DELETE(mPrePassMatInstance);
|
||||
SAFE_DELETE(mDeferredMatInstance);
|
||||
|
||||
const GFXVertexFormat *vertexFormat = getGFXVertexFormat<GFXVertexPNTTB>();
|
||||
|
||||
MatInstance* prepassMat = static_cast<MatInstance*>(MATMGR->createMatInstance("AL_DefaultPrePassMaterial", vertexFormat));
|
||||
AssertFatal( prepassMat, "TODO: Handle this better." );
|
||||
mPrePassMatInstance = new PrePassMatInstance(prepassMat, this);
|
||||
mPrePassMatInstance->init( MATMGR->getDefaultFeatures(), vertexFormat);
|
||||
delete prepassMat;
|
||||
MatInstance* deferredMat = static_cast<MatInstance*>(MATMGR->createMatInstance("AL_DefaultDeferredMaterial", vertexFormat));
|
||||
AssertFatal( deferredMat, "TODO: Handle this better." );
|
||||
mDeferredMatInstance = new DeferredMatInstance(deferredMat, this);
|
||||
mDeferredMatInstance->init( MATMGR->getDefaultFeatures(), vertexFormat);
|
||||
delete deferredMat;
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::setPrePassMaterial( PrePassMatInstance *mat )
|
||||
void RenderDeferredMgr::setDeferredMaterial( DeferredMatInstance *mat )
|
||||
{
|
||||
SAFE_DELETE(mPrePassMatInstance);
|
||||
mPrePassMatInstance = mat;
|
||||
SAFE_DELETE(mDeferredMatInstance);
|
||||
mDeferredMatInstance = mat;
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::addElement( RenderInst *inst )
|
||||
void RenderDeferredMgr::addElement( RenderInst *inst )
|
||||
{
|
||||
PROFILE_SCOPE( RenderPrePassMgr_addElement )
|
||||
PROFILE_SCOPE( RenderDeferredMgr_addElement )
|
||||
|
||||
// Skip out if this bin is disabled.
|
||||
if ( gClientSceneGraph->getCurrentRenderState() &&
|
||||
|
|
@ -269,8 +269,8 @@ void RenderPrePassMgr::addElement( RenderInst *inst )
|
|||
static_cast<CustomMaterial*>(matInst->getMaterial())->mRefract)
|
||||
return;
|
||||
|
||||
// Make sure we got a prepass material.
|
||||
matInst = getPrePassMaterial(matInst);
|
||||
// Make sure we got a deferred material.
|
||||
matInst = getDeferredMaterial(matInst);
|
||||
if (!matInst || !matInst->isValid())
|
||||
return;
|
||||
}
|
||||
|
|
@ -302,36 +302,36 @@ void RenderPrePassMgr::addElement( RenderInst *inst )
|
|||
elem.key2 = originalKey;
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::sort()
|
||||
void RenderDeferredMgr::sort()
|
||||
{
|
||||
PROFILE_SCOPE( RenderPrePassMgr_sort );
|
||||
PROFILE_SCOPE( RenderDeferredMgr_sort );
|
||||
Parent::sort();
|
||||
dQsort( mTerrainElementList.address(), mTerrainElementList.size(), sizeof(MainSortElem), cmpKeyFunc);
|
||||
dQsort( mObjectElementList.address(), mObjectElementList.size(), sizeof(MainSortElem), cmpKeyFunc);
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::clear()
|
||||
void RenderDeferredMgr::clear()
|
||||
{
|
||||
Parent::clear();
|
||||
mTerrainElementList.clear();
|
||||
mObjectElementList.clear();
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::render( SceneRenderState *state )
|
||||
void RenderDeferredMgr::render( SceneRenderState *state )
|
||||
{
|
||||
PROFILE_SCOPE(RenderPrePassMgr_render);
|
||||
PROFILE_SCOPE(RenderDeferredMgr_render);
|
||||
|
||||
// Take a look at the SceneRenderState and see if we should skip drawing the pre-pass
|
||||
if ( state->disableAdvancedLightingBins() )
|
||||
return;
|
||||
|
||||
// NOTE: We don't early out here when the element list is
|
||||
// zero because we need the prepass to be cleared.
|
||||
// zero because we need the deferred to be cleared.
|
||||
|
||||
// Automagically save & restore our viewport and transforms.
|
||||
GFXTransformSaver saver;
|
||||
|
||||
GFXDEBUGEVENT_SCOPE( RenderPrePassMgr_Render, ColorI::RED );
|
||||
GFXDEBUGEVENT_SCOPE( RenderDeferredMgr_Render, ColorI::RED );
|
||||
|
||||
// Tell the superclass we're about to render
|
||||
const bool isRenderingToTarget = _onPreRender(state);
|
||||
|
|
@ -344,13 +344,13 @@ void RenderPrePassMgr::render( SceneRenderState *state )
|
|||
matrixSet.restoreSceneViewProjection();
|
||||
const MatrixF worldViewXfm = GFX->getWorldMatrix();
|
||||
|
||||
// Setup the default prepass material for object instances.
|
||||
if ( !mPrePassMatInstance )
|
||||
_createPrePassMaterial();
|
||||
if ( mPrePassMatInstance )
|
||||
// Setup the default deferred material for object instances.
|
||||
if ( !mDeferredMatInstance )
|
||||
_createDeferredMaterial();
|
||||
if ( mDeferredMatInstance )
|
||||
{
|
||||
matrixSet.setWorld(MatrixF::Identity);
|
||||
mPrePassMatInstance->setTransforms(matrixSet, state);
|
||||
mDeferredMatInstance->setTransforms(matrixSet, state);
|
||||
}
|
||||
|
||||
// Signal start of pre-pass
|
||||
|
|
@ -361,16 +361,16 @@ void RenderPrePassMgr::render( SceneRenderState *state )
|
|||
// on the smaller meshes and objects.
|
||||
|
||||
// The terrain doesn't need any scene graph data
|
||||
// in the the prepass... so just clear it.
|
||||
// in the the deferred... so just clear it.
|
||||
SceneData sgData;
|
||||
sgData.init( state, SceneData::PrePassBin );
|
||||
sgData.init( state, SceneData::DeferredBin );
|
||||
|
||||
Vector< MainSortElem >::const_iterator itr = mTerrainElementList.begin();
|
||||
for ( ; itr != mTerrainElementList.end(); itr++ )
|
||||
{
|
||||
TerrainRenderInst *ri = static_cast<TerrainRenderInst*>( itr->inst );
|
||||
|
||||
TerrainCellMaterial *mat = ri->cellMat->getPrePassMat();
|
||||
TerrainCellMaterial *mat = ri->cellMat->getDeferredMat();
|
||||
|
||||
GFX->setPrimitiveBuffer( ri->primBuff );
|
||||
GFX->setVertexBuffer( ri->vertBuff );
|
||||
|
|
@ -396,8 +396,8 @@ void RenderPrePassMgr::render( SceneRenderState *state )
|
|||
{
|
||||
MeshRenderInst *ri = static_cast<MeshRenderInst*>( itr->inst );
|
||||
|
||||
// Get the prepass material.
|
||||
BaseMatInstance *mat = getPrePassMaterial( ri->matInst );
|
||||
// Get the deferred material.
|
||||
BaseMatInstance *mat = getDeferredMaterial( ri->matInst );
|
||||
|
||||
// Set up SG data proper like and flag it
|
||||
// as a pre-pass render
|
||||
|
|
@ -414,9 +414,9 @@ void RenderPrePassMgr::render( SceneRenderState *state )
|
|||
|
||||
// Check to see if we need to break this batch.
|
||||
//
|
||||
// NOTE: We're comparing the non-prepass materials
|
||||
// NOTE: We're comparing the non-deferred materials
|
||||
// here so we don't incur the cost of looking up the
|
||||
// prepass hook on each inst.
|
||||
// deferred hook on each inst.
|
||||
//
|
||||
if ( newPassNeeded( ri, passRI ) )
|
||||
break;
|
||||
|
|
@ -523,7 +523,7 @@ void RenderPrePassMgr::render( SceneRenderState *state )
|
|||
{
|
||||
ObjectRenderInst *ri = static_cast<ObjectRenderInst*>( itr->inst );
|
||||
if ( ri->renderDelegate )
|
||||
ri->renderDelegate( ri, state, mPrePassMatInstance );
|
||||
ri->renderDelegate( ri, state, mDeferredMatInstance );
|
||||
}
|
||||
|
||||
// Signal end of pre-pass
|
||||
|
|
@ -533,7 +533,7 @@ void RenderPrePassMgr::render( SceneRenderState *state )
|
|||
_onPostRender();
|
||||
}
|
||||
|
||||
const GFXStateBlockDesc & RenderPrePassMgr::getOpaqueStenciWriteDesc( bool lightmappedGeometry /*= true*/ )
|
||||
const GFXStateBlockDesc & RenderDeferredMgr::getOpaqueStenciWriteDesc( bool lightmappedGeometry /*= true*/ )
|
||||
{
|
||||
static bool sbInit = false;
|
||||
static GFXStateBlockDesc sOpaqueStaticLitStencilWriteDesc;
|
||||
|
|
@ -548,7 +548,7 @@ const GFXStateBlockDesc & RenderPrePassMgr::getOpaqueStenciWriteDesc( bool light
|
|||
sOpaqueStaticLitStencilWriteDesc.stencilEnable = true;
|
||||
sOpaqueStaticLitStencilWriteDesc.stencilWriteMask = 0x03;
|
||||
sOpaqueStaticLitStencilWriteDesc.stencilMask = 0x03;
|
||||
sOpaqueStaticLitStencilWriteDesc.stencilRef = RenderPrePassMgr::OpaqueStaticLitMask;
|
||||
sOpaqueStaticLitStencilWriteDesc.stencilRef = RenderDeferredMgr::OpaqueStaticLitMask;
|
||||
sOpaqueStaticLitStencilWriteDesc.stencilPassOp = GFXStencilOpReplace;
|
||||
sOpaqueStaticLitStencilWriteDesc.stencilFailOp = GFXStencilOpKeep;
|
||||
sOpaqueStaticLitStencilWriteDesc.stencilZFailOp = GFXStencilOpKeep;
|
||||
|
|
@ -556,13 +556,13 @@ const GFXStateBlockDesc & RenderPrePassMgr::getOpaqueStenciWriteDesc( bool light
|
|||
|
||||
// Same only dynamic
|
||||
sOpaqueDynamicLitStencilWriteDesc = sOpaqueStaticLitStencilWriteDesc;
|
||||
sOpaqueDynamicLitStencilWriteDesc.stencilRef = RenderPrePassMgr::OpaqueDynamicLitMask;
|
||||
sOpaqueDynamicLitStencilWriteDesc.stencilRef = RenderDeferredMgr::OpaqueDynamicLitMask;
|
||||
}
|
||||
|
||||
return (lightmappedGeometry ? sOpaqueStaticLitStencilWriteDesc : sOpaqueDynamicLitStencilWriteDesc);
|
||||
}
|
||||
|
||||
const GFXStateBlockDesc & RenderPrePassMgr::getOpaqueStencilTestDesc()
|
||||
const GFXStateBlockDesc & RenderDeferredMgr::getOpaqueStencilTestDesc()
|
||||
{
|
||||
static bool sbInit = false;
|
||||
static GFXStateBlockDesc sOpaqueStencilTestDesc;
|
||||
|
|
@ -589,13 +589,13 @@ const GFXStateBlockDesc & RenderPrePassMgr::getOpaqueStencilTestDesc()
|
|||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
ProcessedPrePassMaterial::ProcessedPrePassMaterial( Material& mat, const RenderPrePassMgr *prePassMgr )
|
||||
: Parent(mat), mPrePassMgr(prePassMgr)
|
||||
ProcessedDeferredMaterial::ProcessedDeferredMaterial( Material& mat, const RenderDeferredMgr *prePassMgr )
|
||||
: Parent(mat), mDeferredMgr(prePassMgr)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
|
||||
void ProcessedDeferredMaterial::_determineFeatures( U32 stageNum,
|
||||
MaterialFeatureData &fd,
|
||||
const FeatureSet &features )
|
||||
{
|
||||
|
|
@ -605,7 +605,7 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
|
|||
bool bEnableMRTLightmap = false;
|
||||
AdvancedLightBinManager *lightBin;
|
||||
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
||||
bEnableMRTLightmap = lightBin->MRTLightmapsDuringPrePass();
|
||||
bEnableMRTLightmap = lightBin->MRTLightmapsDuringDeferred();
|
||||
|
||||
// If this material has a lightmap or tonemap (texture or baked vertex color),
|
||||
// it must be static. Otherwise it is dynamic.
|
||||
|
|
@ -617,17 +617,17 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
|
|||
fd.features.hasFeature( MFT_IsTranslucentZWrite) ) ) );
|
||||
|
||||
// Integrate proper opaque stencil write state
|
||||
mUserDefined.addDesc( mPrePassMgr->getOpaqueStenciWriteDesc( mIsLightmappedGeometry ) );
|
||||
mUserDefined.addDesc( mDeferredMgr->getOpaqueStenciWriteDesc( mIsLightmappedGeometry ) );
|
||||
|
||||
FeatureSet newFeatures;
|
||||
|
||||
// These are always on for prepass.
|
||||
// These are always on for deferred.
|
||||
newFeatures.addFeature( MFT_EyeSpaceDepthOut );
|
||||
newFeatures.addFeature( MFT_PrePassConditioner );
|
||||
newFeatures.addFeature( MFT_DeferredConditioner );
|
||||
|
||||
#ifndef TORQUE_DEDICATED
|
||||
|
||||
//tag all materials running through prepass as deferred
|
||||
//tag all materials running through deferred as deferred
|
||||
newFeatures.addFeature(MFT_isDeferred);
|
||||
|
||||
// Deferred Shading : Diffuse
|
||||
|
|
@ -677,7 +677,7 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
|
|||
type == MFT_DetailNormalMap ||
|
||||
type == MFT_AlphaTest ||
|
||||
type == MFT_Parallax ||
|
||||
type == MFT_InterlacedPrePass ||
|
||||
type == MFT_InterlacedDeferred ||
|
||||
type == MFT_Visibility ||
|
||||
type == MFT_UseInstancing ||
|
||||
type == MFT_DiffuseVertColor ||
|
||||
|
|
@ -764,7 +764,7 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
|
|||
fd.features = newFeatures;
|
||||
}
|
||||
|
||||
U32 ProcessedPrePassMaterial::getNumStages()
|
||||
U32 ProcessedDeferredMaterial::getNumStages()
|
||||
{
|
||||
// Loops through all stages to determine how many
|
||||
// stages we actually use.
|
||||
|
|
@ -816,12 +816,12 @@ U32 ProcessedPrePassMaterial::getNumStages()
|
|||
return numStages;
|
||||
}
|
||||
|
||||
void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
|
||||
void ProcessedDeferredMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
|
||||
{
|
||||
GFXStateBlockDesc prePassStateBlock = desc;
|
||||
|
||||
// Adjust color writes if this is a pure z-fill pass
|
||||
const bool pixelOutEnabled = mPrePassMgr->getTargetChainLength() > 0;
|
||||
const bool pixelOutEnabled = mDeferredMgr->getTargetChainLength() > 0;
|
||||
if ( !pixelOutEnabled )
|
||||
{
|
||||
prePassStateBlock.colorWriteDefined = true;
|
||||
|
|
@ -832,12 +832,12 @@ void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
|
|||
}
|
||||
|
||||
// Never allow the alpha test state when rendering
|
||||
// the prepass as we use the alpha channel for the
|
||||
// the deferred as we use the alpha channel for the
|
||||
// depth information... MFT_AlphaTest will handle it.
|
||||
prePassStateBlock.alphaDefined = true;
|
||||
prePassStateBlock.alphaTestEnable = false;
|
||||
|
||||
// If we're translucent then we're doing prepass blending
|
||||
// If we're translucent then we're doing deferred blending
|
||||
// which never writes to the depth channels.
|
||||
const bool isTranslucent = getMaterial()->isTranslucent();
|
||||
if ( isTranslucent )
|
||||
|
|
@ -853,24 +853,24 @@ void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
|
|||
Parent::addStateBlockDesc(prePassStateBlock);
|
||||
}
|
||||
|
||||
PrePassMatInstance::PrePassMatInstance(MatInstance* root, const RenderPrePassMgr *prePassMgr)
|
||||
: Parent(*root->getMaterial()), mPrePassMgr(prePassMgr)
|
||||
DeferredMatInstance::DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *prePassMgr)
|
||||
: Parent(*root->getMaterial()), mDeferredMgr(prePassMgr)
|
||||
{
|
||||
mFeatureList = root->getRequestedFeatures();
|
||||
mVertexFormat = root->getVertexFormat();
|
||||
mUserObject = root->getUserObject();
|
||||
}
|
||||
|
||||
PrePassMatInstance::~PrePassMatInstance()
|
||||
DeferredMatInstance::~DeferredMatInstance()
|
||||
{
|
||||
}
|
||||
|
||||
ProcessedMaterial* PrePassMatInstance::getShaderMaterial()
|
||||
ProcessedMaterial* DeferredMatInstance::getShaderMaterial()
|
||||
{
|
||||
return new ProcessedPrePassMaterial(*mMaterial, mPrePassMgr);
|
||||
return new ProcessedDeferredMaterial(*mMaterial, mDeferredMgr);
|
||||
}
|
||||
|
||||
bool PrePassMatInstance::init( const FeatureSet &features,
|
||||
bool DeferredMatInstance::init( const FeatureSet &features,
|
||||
const GFXVertexFormat *vertexFormat )
|
||||
{
|
||||
bool vaild = Parent::init(features, vertexFormat);
|
||||
|
|
@ -891,27 +891,27 @@ bool PrePassMatInstance::init( const FeatureSet &features,
|
|||
return vaild;
|
||||
}
|
||||
|
||||
PrePassMatInstanceHook::PrePassMatInstanceHook( MatInstance *baseMatInst,
|
||||
const RenderPrePassMgr *prePassMgr )
|
||||
: mHookedPrePassMatInst(NULL), mPrePassManager(prePassMgr)
|
||||
DeferredMatInstanceHook::DeferredMatInstanceHook( MatInstance *baseMatInst,
|
||||
const RenderDeferredMgr *prePassMgr )
|
||||
: mHookedDeferredMatInst(NULL), mDeferredManager(prePassMgr)
|
||||
{
|
||||
// If the material is a custom material then
|
||||
// hope that using DefaultPrePassMaterial gives
|
||||
// them a good prepass.
|
||||
// hope that using DefaultDeferredMaterial gives
|
||||
// them a good deferred.
|
||||
if ( baseMatInst->isCustomMaterial() )
|
||||
{
|
||||
MatInstance* dummyInst = static_cast<MatInstance*>( MATMGR->createMatInstance( "AL_DefaultPrePassMaterial", baseMatInst->getVertexFormat() ) );
|
||||
MatInstance* dummyInst = static_cast<MatInstance*>( MATMGR->createMatInstance( "AL_DefaultDeferredMaterial", baseMatInst->getVertexFormat() ) );
|
||||
|
||||
mHookedPrePassMatInst = new PrePassMatInstance( dummyInst, prePassMgr );
|
||||
mHookedPrePassMatInst->init( dummyInst->getRequestedFeatures(), baseMatInst->getVertexFormat());
|
||||
mHookedDeferredMatInst = new DeferredMatInstance( dummyInst, prePassMgr );
|
||||
mHookedDeferredMatInst->init( dummyInst->getRequestedFeatures(), baseMatInst->getVertexFormat());
|
||||
|
||||
delete dummyInst;
|
||||
return;
|
||||
}
|
||||
|
||||
// Create the prepass material instance.
|
||||
mHookedPrePassMatInst = new PrePassMatInstance(baseMatInst, prePassMgr);
|
||||
mHookedPrePassMatInst->getFeaturesDelegate() = baseMatInst->getFeaturesDelegate();
|
||||
// Create the deferred material instance.
|
||||
mHookedDeferredMatInst = new DeferredMatInstance(baseMatInst, prePassMgr);
|
||||
mHookedDeferredMatInst->getFeaturesDelegate() = baseMatInst->getFeaturesDelegate();
|
||||
|
||||
// Get the features, but remove the instancing feature if the
|
||||
// original material didn't end up using it.
|
||||
|
|
@ -920,12 +920,12 @@ PrePassMatInstanceHook::PrePassMatInstanceHook( MatInstance *baseMatInst,
|
|||
features.removeFeature( MFT_UseInstancing );
|
||||
|
||||
// Initialize the material.
|
||||
mHookedPrePassMatInst->init(features, baseMatInst->getVertexFormat());
|
||||
mHookedDeferredMatInst->init(features, baseMatInst->getVertexFormat());
|
||||
}
|
||||
|
||||
PrePassMatInstanceHook::~PrePassMatInstanceHook()
|
||||
DeferredMatInstanceHook::~DeferredMatInstanceHook()
|
||||
{
|
||||
SAFE_DELETE(mHookedPrePassMatInst);
|
||||
SAFE_DELETE(mHookedDeferredMatInst);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
|
@ -1027,10 +1027,10 @@ Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const
|
|||
methodVar->setType("inline float4");
|
||||
DecOp *methodDecl = new DecOp(methodVar);
|
||||
|
||||
Var *prepassSampler = new Var;
|
||||
prepassSampler->setName("prepassSamplerVar");
|
||||
prepassSampler->setType("sampler2D");
|
||||
DecOp *prepassSamplerDecl = new DecOp(prepassSampler);
|
||||
Var *deferredSampler = new Var;
|
||||
deferredSampler->setName("deferredSamplerVar");
|
||||
deferredSampler->setType("sampler2D");
|
||||
DecOp *deferredSamplerDecl = new DecOp(deferredSampler);
|
||||
|
||||
Var *screenUV = new Var;
|
||||
screenUV->setName("screenUVVar");
|
||||
|
|
@ -1048,7 +1048,7 @@ Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const
|
|||
bufferSample->setType("float4");
|
||||
DecOp *bufferSampleDecl = new DecOp(bufferSample);
|
||||
|
||||
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, prepassSamplerDecl, screenUVDecl ) );
|
||||
meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, deferredSamplerDecl, screenUVDecl ) );
|
||||
|
||||
meta->addStatement( new GenOp( "{\r\n" ) );
|
||||
|
||||
|
|
@ -1058,14 +1058,14 @@ Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const
|
|||
// possible so that the shader compiler can optimize.
|
||||
meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
|
||||
if (GFX->getAdapterType() == OpenGL)
|
||||
meta->addStatement( new GenOp( " @ = textureLod(@, @, 0); \r\n", bufferSampleDecl, prepassSampler, screenUV) );
|
||||
meta->addStatement( new GenOp( " @ = textureLod(@, @, 0); \r\n", bufferSampleDecl, deferredSampler, screenUV) );
|
||||
else
|
||||
meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, deferredSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " #else\r\n" ) );
|
||||
if (GFX->getAdapterType() == OpenGL)
|
||||
meta->addStatement( new GenOp( " @ = texture(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV) );
|
||||
meta->addStatement( new GenOp( " @ = texture(@, @);\r\n", bufferSampleDecl, deferredSampler, screenUV) );
|
||||
else
|
||||
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, prepassSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " @ = tex2D(@, @);\r\n", bufferSampleDecl, deferredSampler, screenUV ) );
|
||||
meta->addStatement( new GenOp( " #endif\r\n\r\n" ) );
|
||||
|
||||
// We don't use this way of passing var's around, so this should cause a crash
|
||||
|
|
@ -1076,7 +1076,7 @@ Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const
|
|||
return retVal;
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::_initShaders()
|
||||
void RenderDeferredMgr::_initShaders()
|
||||
{
|
||||
if ( mClearGBufferShader ) return;
|
||||
|
||||
|
|
@ -1084,7 +1084,7 @@ void RenderPrePassMgr::_initShaders()
|
|||
ShaderData *shaderData;
|
||||
mClearGBufferShader = Sim::findObject( "ClearGBufferShader", shaderData ) ? shaderData->getShader() : NULL;
|
||||
if ( !mClearGBufferShader )
|
||||
Con::errorf( "RenderPrePassMgr::_initShaders - could not find ClearGBufferShader" );
|
||||
Con::errorf( "RenderDeferredMgr::_initShaders - could not find ClearGBufferShader" );
|
||||
|
||||
// Create StateBlocks
|
||||
GFXStateBlockDesc desc;
|
||||
|
|
@ -1108,7 +1108,7 @@ void RenderPrePassMgr::_initShaders()
|
|||
mSpecularPowerSC = mClearGBufferShader->getShaderConstHandle( "$specularPower" );
|
||||
}
|
||||
|
||||
void RenderPrePassMgr::clearBuffers()
|
||||
void RenderDeferredMgr::clearBuffers()
|
||||
{
|
||||
// Clear z-buffer.
|
||||
GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);
|
||||
|
|
@ -29,12 +29,12 @@
|
|||
#include "core/util/autoPtr.h"
|
||||
|
||||
// Forward declare
|
||||
class PrePassMatInstance;
|
||||
class DeferredMatInstance;
|
||||
|
||||
// This render manager renders opaque objects to the z-buffer as a z-fill pass.
|
||||
// It can optionally accumulate data from this opaque render pass into a render
|
||||
// target for later use.
|
||||
class RenderPrePassMgr : public RenderTexTargetBinManager
|
||||
class RenderDeferredMgr : public RenderTexTargetBinManager
|
||||
{
|
||||
typedef RenderTexTargetBinManager Parent;
|
||||
|
||||
|
|
@ -47,15 +47,15 @@ public:
|
|||
static const String ColorBufferName;
|
||||
static const String MatInfoBufferName;
|
||||
|
||||
// Generic PrePass Render Instance Type
|
||||
static const RenderInstType RIT_PrePass;
|
||||
// Generic Deferred Render Instance Type
|
||||
static const RenderInstType RIT_Deferred;
|
||||
|
||||
RenderPrePassMgr( bool gatherDepth = true,
|
||||
RenderDeferredMgr( bool gatherDepth = true,
|
||||
GFXFormat format = GFXFormatR16G16B16A16 );
|
||||
|
||||
virtual ~RenderPrePassMgr();
|
||||
virtual ~RenderDeferredMgr();
|
||||
|
||||
virtual void setPrePassMaterial( PrePassMatInstance *mat );
|
||||
virtual void setDeferredMaterial( DeferredMatInstance *mat );
|
||||
|
||||
// RenderBinManager interface
|
||||
virtual void render(SceneRenderState * state);
|
||||
|
|
@ -64,10 +64,10 @@ public:
|
|||
virtual void addElement( RenderInst *inst );
|
||||
|
||||
// ConsoleObject
|
||||
DECLARE_CONOBJECT(RenderPrePassMgr);
|
||||
DECLARE_CONOBJECT(RenderDeferredMgr);
|
||||
|
||||
|
||||
typedef Signal<void(const SceneRenderState*, RenderPrePassMgr*, bool)> RenderSignal;
|
||||
typedef Signal<void(const SceneRenderState*, RenderDeferredMgr*, bool)> RenderSignal;
|
||||
|
||||
static RenderSignal& getRenderSignal();
|
||||
|
||||
|
|
@ -79,7 +79,7 @@ public:
|
|||
|
||||
virtual bool setTargetSize(const Point2I &newTargetSize);
|
||||
|
||||
inline BaseMatInstance* getPrePassMaterial( BaseMatInstance *mat );
|
||||
inline BaseMatInstance* getDeferredMaterial( BaseMatInstance *mat );
|
||||
|
||||
protected:
|
||||
|
||||
|
|
@ -89,12 +89,12 @@ protected:
|
|||
/// The object render instance elements.
|
||||
Vector< MainSortElem > mObjectElementList;
|
||||
|
||||
PrePassMatInstance *mPrePassMatInstance;
|
||||
DeferredMatInstance *mDeferredMatInstance;
|
||||
|
||||
virtual void _registerFeatures();
|
||||
virtual void _unregisterFeatures();
|
||||
virtual bool _updateTargets();
|
||||
virtual void _createPrePassMaterial();
|
||||
virtual void _createDeferredMaterial();
|
||||
|
||||
bool _lightManagerActivate(bool active);
|
||||
|
||||
|
|
@ -117,12 +117,12 @@ public:
|
|||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
class ProcessedPrePassMaterial : public ProcessedShaderMaterial
|
||||
class ProcessedDeferredMaterial : public ProcessedShaderMaterial
|
||||
{
|
||||
typedef ProcessedShaderMaterial Parent;
|
||||
|
||||
public:
|
||||
ProcessedPrePassMaterial(Material& mat, const RenderPrePassMgr *prePassMgr);
|
||||
ProcessedDeferredMaterial(Material& mat, const RenderDeferredMgr *prePassMgr);
|
||||
|
||||
virtual U32 getNumStages();
|
||||
|
||||
|
|
@ -131,19 +131,19 @@ public:
|
|||
protected:
|
||||
virtual void _determineFeatures( U32 stageNum, MaterialFeatureData &fd, const FeatureSet &features );
|
||||
|
||||
const RenderPrePassMgr *mPrePassMgr;
|
||||
const RenderDeferredMgr *mDeferredMgr;
|
||||
bool mIsLightmappedGeometry;
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
class PrePassMatInstance : public MatInstance
|
||||
class DeferredMatInstance : public MatInstance
|
||||
{
|
||||
typedef MatInstance Parent;
|
||||
|
||||
public:
|
||||
PrePassMatInstance(MatInstance* root, const RenderPrePassMgr *prePassMgr);
|
||||
virtual ~PrePassMatInstance();
|
||||
DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *prePassMgr);
|
||||
virtual ~DeferredMatInstance();
|
||||
|
||||
bool init()
|
||||
{
|
||||
|
|
@ -157,27 +157,27 @@ public:
|
|||
protected:
|
||||
virtual ProcessedMaterial* getShaderMaterial();
|
||||
|
||||
const RenderPrePassMgr *mPrePassMgr;
|
||||
const RenderDeferredMgr *mDeferredMgr;
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
class PrePassMatInstanceHook : public MatInstanceHook
|
||||
class DeferredMatInstanceHook : public MatInstanceHook
|
||||
{
|
||||
public:
|
||||
PrePassMatInstanceHook(MatInstance *baseMatInst, const RenderPrePassMgr *prePassMgr);
|
||||
virtual ~PrePassMatInstanceHook();
|
||||
DeferredMatInstanceHook(MatInstance *baseMatInst, const RenderDeferredMgr *prePassMgr);
|
||||
virtual ~DeferredMatInstanceHook();
|
||||
|
||||
virtual PrePassMatInstance *getPrePassMatInstance() { return mHookedPrePassMatInst; }
|
||||
virtual DeferredMatInstance *getDeferredMatInstance() { return mHookedDeferredMatInst; }
|
||||
|
||||
virtual const MatInstanceHookType& getType() const { return Type; }
|
||||
|
||||
/// The type for prepass material hooks.
|
||||
/// The type for deferred material hooks.
|
||||
static const MatInstanceHookType Type;
|
||||
|
||||
protected:
|
||||
PrePassMatInstance *mHookedPrePassMatInst;
|
||||
const RenderPrePassMgr *mPrePassManager;
|
||||
DeferredMatInstance *mHookedDeferredMatInst;
|
||||
const RenderDeferredMgr *mDeferredManager;
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
|
@ -208,16 +208,16 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
inline BaseMatInstance* RenderPrePassMgr::getPrePassMaterial( BaseMatInstance *mat )
|
||||
inline BaseMatInstance* RenderDeferredMgr::getDeferredMaterial( BaseMatInstance *mat )
|
||||
{
|
||||
PrePassMatInstanceHook *hook = static_cast<PrePassMatInstanceHook*>( mat->getHook( PrePassMatInstanceHook::Type ) );
|
||||
DeferredMatInstanceHook *hook = static_cast<DeferredMatInstanceHook*>( mat->getHook( DeferredMatInstanceHook::Type ) );
|
||||
if ( !hook )
|
||||
{
|
||||
hook = new PrePassMatInstanceHook( static_cast<MatInstance*>( mat ), this );
|
||||
hook = new DeferredMatInstanceHook( static_cast<MatInstance*>( mat ), this );
|
||||
mat->addHook( hook );
|
||||
}
|
||||
|
||||
return hook->getPrePassMatInstance();
|
||||
return hook->getDeferredMatInstance();
|
||||
}
|
||||
|
||||
#endif // _PREPASS_MGR_H_
|
||||
|
|
@ -30,7 +30,7 @@
|
|||
#include "lighting/lightInfo.h"
|
||||
#include "scene/sceneRenderState.h"
|
||||
#include "gfx/gfxDebugEvent.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
#include "gfx/gfxTransformSaver.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "gfx/util/screenspace.h"
|
||||
|
|
@ -70,7 +70,7 @@ RenderImposterMgr::RenderImposterMgr( F32 renderOrder, F32 processAddOrder )
|
|||
: RenderBinManager( RIT_Imposter, renderOrder, processAddOrder )
|
||||
{
|
||||
notifyType( RIT_ImposterBatch );
|
||||
RenderPrePassMgr::getRenderSignal().notify( this, &RenderImposterMgr::_renderPrePass );
|
||||
RenderDeferredMgr::getRenderSignal().notify( this, &RenderImposterMgr::_renderDeferred );
|
||||
}
|
||||
|
||||
void RenderImposterMgr::initPersistFields()
|
||||
|
|
@ -88,7 +88,7 @@ void RenderImposterMgr::initPersistFields()
|
|||
|
||||
RenderImposterMgr::~RenderImposterMgr()
|
||||
{
|
||||
RenderPrePassMgr::getRenderSignal().remove( this, &RenderImposterMgr::_renderPrePass );
|
||||
RenderDeferredMgr::getRenderSignal().remove( this, &RenderImposterMgr::_renderDeferred );
|
||||
|
||||
mIB = NULL;
|
||||
}
|
||||
|
|
@ -119,19 +119,19 @@ bool RenderImposterMgr::_clearStats( GFXDevice::GFXDeviceEventType type )
|
|||
return true;
|
||||
}
|
||||
|
||||
void RenderImposterMgr::_renderPrePass( const SceneRenderState *state, RenderPrePassMgr *prePassBin, bool startPrePass )
|
||||
void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDeferredMgr *prePassBin, bool startDeferred )
|
||||
{
|
||||
PROFILE_SCOPE( RenderImposterMgr_RenderPrePass );
|
||||
PROFILE_SCOPE( RenderImposterMgr_RenderDeferred );
|
||||
|
||||
if ( !mElementList.size() || !startPrePass )
|
||||
if ( !mElementList.size() || !startDeferred )
|
||||
return;
|
||||
|
||||
GFXDEBUGEVENT_SCOPE( RenderImposterMgr_RenderPrePass, ColorI::RED );
|
||||
GFXDEBUGEVENT_SCOPE( RenderImposterMgr_RenderDeferred, ColorI::RED );
|
||||
|
||||
_innerRender( state, prePassBin );
|
||||
}
|
||||
|
||||
void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderPrePassMgr *prePassBin )
|
||||
void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDeferredMgr *prePassBin )
|
||||
{
|
||||
PROFILE_SCOPE( RenderImposterMgr_InnerRender );
|
||||
|
||||
|
|
@ -219,7 +219,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderPrePa
|
|||
// list changes.
|
||||
|
||||
SceneData sgData;
|
||||
sgData.init( state, prePassBin ? SceneData::PrePassBin : SceneData::RegularBin );
|
||||
sgData.init( state, prePassBin ? SceneData::DeferredBin : SceneData::RegularBin );
|
||||
sgData.lights[0] = LIGHTMGR->getDefaultLight();
|
||||
|
||||
// TODO: I should rework this loop to generate the VB first then
|
||||
|
|
@ -232,7 +232,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderPrePa
|
|||
for ( U32 i=0; i < binSize; )
|
||||
{
|
||||
currMat = static_cast<ImposterBaseRenderInst*>( mElementList[i].inst )->mat;
|
||||
setupMat = prePassBin ? prePassBin->getPrePassMaterial( currMat ) : currMat;
|
||||
setupMat = prePassBin ? prePassBin->getDeferredMaterial( currMat ) : currMat;
|
||||
|
||||
// TODO: Fix MatInstance to take a const SceneRenderState!
|
||||
while ( setupMat->setupPass( (SceneRenderState*)state, sgData ) )
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@
|
|||
|
||||
class TSLastDetail;
|
||||
class GFXTextureObject;
|
||||
class RenderPrePassMgr;
|
||||
class RenderDeferredMgr;
|
||||
struct ImposterRenderInst;
|
||||
|
||||
|
||||
|
|
@ -74,9 +74,9 @@ protected:
|
|||
GFXPrimitiveBufferHandle mIB;
|
||||
//GFXVertexBufferHandle<ImposterCorner> mCornerVB;
|
||||
|
||||
void _innerRender( const SceneRenderState *state, RenderPrePassMgr *prePassBin );
|
||||
void _innerRender( const SceneRenderState *state, RenderDeferredMgr *prePassBin );
|
||||
|
||||
void _renderPrePass( const SceneRenderState *state, RenderPrePassMgr *prePassBin, bool startPrePass );
|
||||
void _renderDeferred( const SceneRenderState *state, RenderDeferredMgr *prePassBin, bool startDeferred );
|
||||
|
||||
static bool _clearStats( GFXDevice::GFXDeviceEventType type );
|
||||
|
||||
|
|
|
|||
|
|
@ -147,7 +147,7 @@ void RenderMeshMgr::render(SceneRenderState * state)
|
|||
// Check if bin is disabled in advanced lighting.
|
||||
// Allow forward rendering pass on custom materials.
|
||||
|
||||
if ( ( MATMGR->getPrePassEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )
|
||||
if ( ( MATMGR->getDeferredEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )
|
||||
{
|
||||
j++;
|
||||
continue;
|
||||
|
|
|
|||
|
|
@ -69,7 +69,7 @@ void RenderObjectMgr::render( SceneRenderState *state )
|
|||
return;
|
||||
|
||||
// Check if bin is disabled in advanced lighting.
|
||||
if ( MATMGR->getPrePassEnabled() && mBasicOnly )
|
||||
if ( MATMGR->getDeferredEnabled() && mBasicOnly )
|
||||
return;
|
||||
|
||||
for( U32 i=0; i<mElementList.size(); i++ )
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@
|
|||
|
||||
#include "platform/platform.h"
|
||||
#include "renderInstance/renderParticleMgr.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
#include "scene/sceneManager.h"
|
||||
#include "scene/sceneObject.h"
|
||||
#include "scene/sceneRenderState.h"
|
||||
|
|
@ -512,17 +512,17 @@ void RenderParticleMgr::renderParticle(ParticleRenderInst* ri, SceneRenderState*
|
|||
|
||||
GFX->setTexture( mParticleShaderConsts.mSamplerDiffuse->getSamplerRegister(), ri->diffuseTex );
|
||||
|
||||
// Set up the prepass texture.
|
||||
if ( mParticleShaderConsts.mPrePassTargetParamsSC->isValid() )
|
||||
// Set up the deferred texture.
|
||||
if ( mParticleShaderConsts.mDeferredTargetParamsSC->isValid() )
|
||||
{
|
||||
GFXTextureObject *texObject = mPrepassTarget ? mPrepassTarget->getTexture(0) : NULL;
|
||||
GFX->setTexture( mParticleShaderConsts.mSamplerPrePassTex->getSamplerRegister(), texObject );
|
||||
GFXTextureObject *texObject = mDeferredTarget ? mDeferredTarget->getTexture(0) : NULL;
|
||||
GFX->setTexture( mParticleShaderConsts.mSamplerDeferredTex->getSamplerRegister(), texObject );
|
||||
|
||||
Point4F rtParams( 0.0f, 0.0f, 1.0f, 1.0f );
|
||||
if ( texObject )
|
||||
ScreenSpace::RenderTargetParameters(texObject->getSize(), mPrepassTarget->getViewport(), rtParams);
|
||||
ScreenSpace::RenderTargetParameters(texObject->getSize(), mDeferredTarget->getViewport(), rtParams);
|
||||
|
||||
mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mPrePassTargetParamsSC, rtParams );
|
||||
mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mDeferredTargetParamsSC, rtParams );
|
||||
}
|
||||
|
||||
GFX->setPrimitiveBuffer( *ri->primBuff );
|
||||
|
|
@ -538,8 +538,8 @@ bool RenderParticleMgr::_initShader()
|
|||
|
||||
// Need depth from pre-pass, so get the macros
|
||||
Vector<GFXShaderMacro> macros;
|
||||
if ( mPrepassTarget )
|
||||
mPrepassTarget->getShaderMacros( ¯os );
|
||||
if ( mDeferredTarget )
|
||||
mDeferredTarget->getShaderMacros( ¯os );
|
||||
|
||||
// Create particle shader
|
||||
if ( !Sim::findObject( "ParticlesShaderData", shaderData ) || !shaderData )
|
||||
|
|
@ -557,11 +557,11 @@ bool RenderParticleMgr::_initShader()
|
|||
mParticleShaderConsts.mAlphaFactorSC = mParticleShader->getShaderConstHandle( "$alphaFactor" );
|
||||
mParticleShaderConsts.mAlphaScaleSC = mParticleShader->getShaderConstHandle( "$alphaScale" );
|
||||
mParticleShaderConsts.mFSModelViewProjSC = mParticleShader->getShaderConstHandle( "$fsModelViewProj" );
|
||||
mParticleShaderConsts.mPrePassTargetParamsSC = mParticleShader->getShaderConstHandle( "$prePassTargetParams" );
|
||||
mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$prePassTargetParams" );
|
||||
|
||||
//samplers
|
||||
mParticleShaderConsts.mSamplerDiffuse = mParticleShader->getShaderConstHandle("$diffuseMap");
|
||||
mParticleShaderConsts.mSamplerPrePassTex = mParticleShader->getShaderConstHandle("$prepassTex");
|
||||
mParticleShaderConsts.mSamplerDeferredTex = mParticleShader->getShaderConstHandle("$deferredTex");
|
||||
mParticleShaderConsts.mSamplerParaboloidLightMap = mParticleShader->getShaderConstHandle("$paraboloidLightMap");
|
||||
}
|
||||
|
||||
|
|
@ -596,18 +596,18 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
|
|||
return;
|
||||
|
||||
// Hunt for the pre-pass manager/target
|
||||
RenderPrePassMgr *prePassBin = NULL;
|
||||
RenderDeferredMgr *prePassBin = NULL;
|
||||
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
|
||||
{
|
||||
RenderBinManager *bin = rpm->getManager(i);
|
||||
if( bin->getRenderInstType() == RenderPrePassMgr::RIT_PrePass )
|
||||
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
|
||||
{
|
||||
prePassBin = (RenderPrePassMgr*)bin;
|
||||
prePassBin = (RenderDeferredMgr*)bin;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If we found the prepass bin, set this bin to render very shortly afterwards
|
||||
// If we found the deferred bin, set this bin to render very shortly afterwards
|
||||
// and re-add this render-manager. If there is no pre-pass bin, or it doesn't
|
||||
// have a depth-texture, we can't render offscreen.
|
||||
mOffscreenRenderEnabled = prePassBin && (prePassBin->getTargetChainLength() > 0);
|
||||
|
|
@ -619,7 +619,7 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
|
|||
}
|
||||
|
||||
// Find the targets we use
|
||||
mPrepassTarget = NamedTexTarget::find( "prepass" );
|
||||
mDeferredTarget = NamedTexTarget::find( "deferred" );
|
||||
mEdgeTarget = NamedTexTarget::find( "edge" );
|
||||
|
||||
// Setup the shader
|
||||
|
|
@ -668,7 +668,7 @@ GFXStateBlockRef RenderParticleMgr::_getOffscreenStateBlock(ParticleRenderInst *
|
|||
d.samplers[0].alphaArg1 = GFXTATexture;
|
||||
d.samplers[0].alphaArg2 = GFXTADiffuse;
|
||||
|
||||
// Prepass sampler
|
||||
// Deferred sampler
|
||||
d.samplers[1] = GFXSamplerStateDesc::getClampPoint();
|
||||
|
||||
mOffscreenBlocks[blendStyle] = GFX->createStateBlock(d);
|
||||
|
|
@ -701,7 +701,7 @@ GFXStateBlockRef RenderParticleMgr::_getHighResStateBlock(ParticleRenderInst *ri
|
|||
d.samplers[0].alphaArg1 = GFXTATexture;
|
||||
d.samplers[0].alphaArg2 = GFXTADiffuse;
|
||||
|
||||
// Prepass sampler
|
||||
// Deferred sampler
|
||||
d.samplers[1] = GFXSamplerStateDesc::getClampPoint();
|
||||
|
||||
mHighResBlocks[blendStyle] = GFX->createStateBlock(d);
|
||||
|
|
@ -773,7 +773,7 @@ GFXStateBlockRef RenderParticleMgr::_getMixedResStateBlock(ParticleRenderInst *r
|
|||
d.samplers[0].alphaArg1 = GFXTATexture;
|
||||
d.samplers[0].alphaArg2 = GFXTADiffuse;
|
||||
|
||||
// Prepass sampler
|
||||
// Deferred sampler
|
||||
d.samplers[1] = GFXSamplerStateDesc::getClampPoint();
|
||||
|
||||
mMixedResBlocks[blendStyle] = GFX->createStateBlock(d);
|
||||
|
|
|
|||
|
|
@ -42,7 +42,7 @@ class RenderParticleMgr : public RenderTexTargetBinManager
|
|||
friend class RenderTranslucentMgr;
|
||||
|
||||
public:
|
||||
// Generic PrePass Render Instance Type
|
||||
// Generic Deferred Render Instance Type
|
||||
static const RenderInstType RIT_Particles;
|
||||
|
||||
RenderParticleMgr();
|
||||
|
|
@ -82,9 +82,9 @@ public:
|
|||
protected:
|
||||
bool mOffscreenRenderEnabled;
|
||||
|
||||
/// The prepass render target used for the
|
||||
/// The deferred render target used for the
|
||||
/// soft particle shader effect.
|
||||
NamedTexTargetRef mPrepassTarget;
|
||||
NamedTexTargetRef mDeferredTarget;
|
||||
|
||||
/// The shader used for particle rendering.
|
||||
GFXShaderRef mParticleShader;
|
||||
|
|
@ -109,11 +109,11 @@ protected:
|
|||
GFXShaderConstHandle *mFSModelViewProjSC;
|
||||
GFXShaderConstHandle *mOneOverFarSC;
|
||||
GFXShaderConstHandle *mOneOverSoftnessSC;
|
||||
GFXShaderConstHandle *mPrePassTargetParamsSC;
|
||||
GFXShaderConstHandle *mDeferredTargetParamsSC;
|
||||
GFXShaderConstHandle *mAlphaFactorSC;
|
||||
GFXShaderConstHandle *mAlphaScaleSC;
|
||||
GFXShaderConstHandle *mSamplerDiffuse;
|
||||
GFXShaderConstHandle *mSamplerPrePassTex;
|
||||
GFXShaderConstHandle *mSamplerDeferredTex;
|
||||
GFXShaderConstHandle *mSamplerParaboloidLightMap;
|
||||
|
||||
} mParticleShaderConsts;
|
||||
|
|
|
|||
|
|
@ -119,7 +119,7 @@ void RenderTerrainMgr::render( SceneRenderState *state )
|
|||
return;
|
||||
|
||||
// Check if bin is disabled in advanced lighting.
|
||||
if ( MATMGR->getPrePassEnabled() && mBasicOnly )
|
||||
if ( MATMGR->getDeferredEnabled() && mBasicOnly )
|
||||
return;
|
||||
|
||||
PROFILE_SCOPE( RenderTerrainMgr_Render );
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@ ConsoleDocClass( RenderTexTargetBinManager,
|
|||
"@brief An abstract base class for render bin managers that render to a named textue target.\n\n"
|
||||
"This bin itself doesn't do any rendering work. It offers functionality to manage "
|
||||
"a texture render target which derived render bin classes can render into.\n\n"
|
||||
"@see RenderPrePassMgr\n"
|
||||
"@see RenderDeferredMgr\n"
|
||||
"@ingroup RenderBin\n" );
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -365,9 +365,9 @@ ShaderFeature::Resources ParallaxFeatGLSL::getResources( const MaterialFeatureDa
|
|||
// We add the outViewTS to the outputstructure.
|
||||
res.numTexReg = 1;
|
||||
|
||||
// If this isn't a prepass then we will be
|
||||
// If this isn't a deferred then we will be
|
||||
// creating the normal map here.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
|
||||
res.numTex = 1;
|
||||
|
||||
return res;
|
||||
|
|
|
|||
|
|
@ -108,7 +108,7 @@ void EyeSpaceDepthOutGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
|
||||
// If there isn't an output conditioner for the pre-pass, than just write
|
||||
// out the depth to rgba and return.
|
||||
if( !fd.features[MFT_PrePassConditioner] )
|
||||
if( !fd.features[MFT_DeferredConditioner] )
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(float3(@),1)", depthOut ), Material::None ) ) );
|
||||
|
||||
output = meta;
|
||||
|
|
|
|||
|
|
@ -953,7 +953,7 @@ void DiffuseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
// To dump out UV coords...
|
||||
//#define DEBUG_ATLASED_UV_COORDS
|
||||
#ifdef DEBUG_ATLASED_UV_COORDS
|
||||
if(!fd.features[MFT_PrePassConditioner])
|
||||
if(!fd.features[MFT_DeferredConditioner])
|
||||
{
|
||||
meta->addStatement(new GenOp(" @ = vec4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
|
||||
meta->addStatement(new GenOp(" @; return OUT;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
|
||||
|
|
@ -1269,7 +1269,7 @@ void LightmapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
bool bPreProcessedLighting = false;
|
||||
AdvancedLightBinManager *lightBin;
|
||||
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
|
||||
|
||||
// Lightmap has already been included in the advanced light bin, so
|
||||
// no need to do any sampling or anything
|
||||
|
|
@ -1394,7 +1394,7 @@ void TonemapFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
bool bPreProcessedLighting = false;
|
||||
AdvancedLightBinManager *lightBin;
|
||||
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
|
||||
|
||||
// Add in the realtime lighting contribution
|
||||
if ( fd.features[MFT_RTLighting] )
|
||||
|
|
@ -1549,7 +1549,7 @@ void VertLitGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
bool bPreProcessedLighting = false;
|
||||
AdvancedLightBinManager *lightBin;
|
||||
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
|
||||
|
||||
// Assign value in d_lightcolor to toneMapColor if it exists. This is
|
||||
// the dynamic light buffer, and it already has the baked-vertex-color
|
||||
|
|
|
|||
|
|
@ -406,9 +406,9 @@ ShaderFeature::Resources ParallaxFeatHLSL::getResources( const MaterialFeatureDa
|
|||
// We add the outViewTS to the outputstructure.
|
||||
res.numTexReg = 1;
|
||||
|
||||
// If this isn't a prepass then we will be
|
||||
// If this isn't a deferred then we will be
|
||||
// creating the normal map here.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
|
||||
res.numTex = 1;
|
||||
|
||||
return res;
|
||||
|
|
|
|||
|
|
@ -108,7 +108,7 @@ void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
|
||||
// If there isn't an output conditioner for the pre-pass, than just write
|
||||
// out the depth to rgba and return.
|
||||
if( !fd.features[MFT_PrePassConditioner] )
|
||||
if( !fd.features[MFT_DeferredConditioner] )
|
||||
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@.rrr,1)", depthOut ), Material::None ) ) );
|
||||
|
||||
output = meta;
|
||||
|
|
|
|||
|
|
@ -991,7 +991,7 @@ void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
// To dump out UV coords...
|
||||
//#define DEBUG_ATLASED_UV_COORDS
|
||||
#ifdef DEBUG_ATLASED_UV_COORDS
|
||||
if(!fd.features[MFT_PrePassConditioner])
|
||||
if(!fd.features[MFT_DeferredConditioner])
|
||||
{
|
||||
meta->addStatement(new GenOp(" @ = float4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
|
||||
meta->addStatement(new GenOp(" @; return OUT;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
|
||||
|
|
@ -1347,7 +1347,7 @@ void LightmapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
bool bPreProcessedLighting = false;
|
||||
AdvancedLightBinManager *lightBin;
|
||||
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
|
||||
|
||||
// Lightmap has already been included in the advanced light bin, so
|
||||
// no need to do any sampling or anything
|
||||
|
|
@ -1497,7 +1497,7 @@ void TonemapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
bool bPreProcessedLighting = false;
|
||||
AdvancedLightBinManager *lightBin;
|
||||
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
|
||||
|
||||
// Add in the realtime lighting contribution
|
||||
if ( fd.features[MFT_RTLighting] )
|
||||
|
|
@ -1652,7 +1652,7 @@ void VertLitHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
bool bPreProcessedLighting = false;
|
||||
AdvancedLightBinManager *lightBin;
|
||||
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
|
||||
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
|
||||
|
||||
// Assign value in d_lightcolor to toneMapColor if it exists. This is
|
||||
// the dynamic light buffer, and it already has the baked-vertex-color
|
||||
|
|
|
|||
|
|
@ -94,7 +94,7 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
|
|||
|
||||
FEATUREMGR->registerFeature( MFT_ParticleNormal, new ParticleNormalFeatureHLSL );
|
||||
|
||||
FEATUREMGR->registerFeature( MFT_InterlacedPrePass, new NamedFeatureHLSL( "Interlaced Pre Pass" ) );
|
||||
FEATUREMGR->registerFeature( MFT_InterlacedDeferred, new NamedFeatureHLSL( "Interlaced Pre Pass" ) );
|
||||
|
||||
FEATUREMGR->registerFeature( MFT_ForwardShading, new NamedFeatureHLSL( "Forward Shaded Material" ) );
|
||||
|
||||
|
|
|
|||
|
|
@ -911,8 +911,8 @@ U32 TerrainMacroMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) c
|
|||
void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// We only need to process normals during the prepass.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
// We only need to process normals during the deferred.
|
||||
if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
|
||||
return;
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
|
@ -933,7 +933,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
|
|||
Var *viewToTangent = getInViewToTangent( componentList );
|
||||
|
||||
// This var is read from GBufferConditionerGLSL and
|
||||
// used in the prepass output.
|
||||
// used in the deferred output.
|
||||
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
|
||||
if ( !gbNormal )
|
||||
{
|
||||
|
|
@ -1004,8 +1004,8 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
|
|||
{
|
||||
Resources res;
|
||||
|
||||
// We only need to process normals during the prepass.
|
||||
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
// We only need to process normals during the deferred.
|
||||
if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
|
||||
{
|
||||
// If this is the first normal map and there
|
||||
// are no parallax features then we will
|
||||
|
|
|
|||
|
|
@ -971,8 +971,8 @@ U32 TerrainMacroMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) c
|
|||
void TerrainNormalMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// We only need to process normals during the prepass.
|
||||
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
// We only need to process normals during the deferred.
|
||||
if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
|
||||
return;
|
||||
|
||||
MultiLine *meta = new MultiLine;
|
||||
|
|
@ -993,7 +993,7 @@ void TerrainNormalMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
|
|||
Var *viewToTangent = getInViewToTangent( componentList );
|
||||
|
||||
// This var is read from GBufferConditionerHLSL and
|
||||
// used in the prepass output.
|
||||
// used in the deferred output.
|
||||
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
|
||||
if ( !gbNormal )
|
||||
{
|
||||
|
|
@ -1090,8 +1090,8 @@ ShaderFeature::Resources TerrainNormalMapFeatHLSL::getResources( const MaterialF
|
|||
{
|
||||
Resources res;
|
||||
|
||||
// We only need to process normals during the prepass.
|
||||
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
|
||||
// We only need to process normals during the deferred.
|
||||
if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
|
||||
{
|
||||
// If this is the first normal map and there
|
||||
// are no parallax features then we will
|
||||
|
|
|
|||
|
|
@ -1062,7 +1062,7 @@ void TerrCell::preloadMaterials()
|
|||
|
||||
if ( GFX->getPixelShaderVersion() > 2.0f &&
|
||||
dStrcmp( LIGHTMGR->getId(), "BLM" ) != 0)
|
||||
material->getPrePassMat();
|
||||
material->getDeferredMat();
|
||||
}
|
||||
|
||||
for ( U32 i = 0; i < 4; i++ )
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@
|
|||
#include "materials/materialManager.h"
|
||||
#include "terrain/terrFeatureTypes.h"
|
||||
#include "terrain/terrMaterial.h"
|
||||
#include "renderInstance/renderPrePassMgr.h"
|
||||
#include "renderInstance/renderDeferredMgr.h"
|
||||
#include "shaderGen/shaderGen.h"
|
||||
#include "shaderGen/featureMgr.h"
|
||||
#include "scene/sceneRenderState.h"
|
||||
|
|
@ -71,7 +71,7 @@ const Vector<String> TerrainCellMaterial::mSamplerNames = _initSamplerNames();
|
|||
TerrainCellMaterial::TerrainCellMaterial()
|
||||
: mTerrain( NULL ),
|
||||
mCurrPass( 0 ),
|
||||
mPrePassMat( NULL ),
|
||||
mDeferredMat( NULL ),
|
||||
mReflectMat( NULL )
|
||||
{
|
||||
smAllMaterials.push_back( this );
|
||||
|
|
@ -79,7 +79,7 @@ TerrainCellMaterial::TerrainCellMaterial()
|
|||
|
||||
TerrainCellMaterial::~TerrainCellMaterial()
|
||||
{
|
||||
SAFE_DELETE( mPrePassMat );
|
||||
SAFE_DELETE( mDeferredMat );
|
||||
SAFE_DELETE( mReflectMat );
|
||||
smAllMaterials.remove( this );
|
||||
}
|
||||
|
|
@ -219,15 +219,15 @@ void TerrainCellMaterial::setTransformAndEye( const MatrixF &modelXfm,
|
|||
}
|
||||
}
|
||||
|
||||
TerrainCellMaterial* TerrainCellMaterial::getPrePassMat()
|
||||
TerrainCellMaterial* TerrainCellMaterial::getDeferredMat()
|
||||
{
|
||||
if ( !mPrePassMat )
|
||||
if ( !mDeferredMat )
|
||||
{
|
||||
mPrePassMat = new TerrainCellMaterial();
|
||||
mPrePassMat->init( mTerrain, mMaterials, true, false, mMaterials == 0 );
|
||||
mDeferredMat = new TerrainCellMaterial();
|
||||
mDeferredMat->init( mTerrain, mMaterials, true, false, mMaterials == 0 );
|
||||
}
|
||||
|
||||
return mPrePassMat;
|
||||
return mDeferredMat;
|
||||
}
|
||||
|
||||
TerrainCellMaterial* TerrainCellMaterial::getReflectMat()
|
||||
|
|
@ -248,7 +248,7 @@ void TerrainCellMaterial::init( TerrainBlock *block,
|
|||
bool baseOnly )
|
||||
{
|
||||
// This isn't allowed for now.
|
||||
AssertFatal( !( prePassMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get prepass and reflection in the same material!" );
|
||||
AssertFatal( !( prePassMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get deferred and reflection in the same material!" );
|
||||
|
||||
mTerrain = block;
|
||||
mMaterials = activeMaterials;
|
||||
|
|
@ -301,8 +301,8 @@ void TerrainCellMaterial::init( TerrainBlock *block,
|
|||
for_each( materials.begin(), materials.end(), delete_pointer() );
|
||||
|
||||
// If we have attached mats then update them too.
|
||||
if ( mPrePassMat )
|
||||
mPrePassMat->init( mTerrain, mMaterials, true, false, baseOnly );
|
||||
if ( mDeferredMat )
|
||||
mDeferredMat->init( mTerrain, mMaterials, true, false, baseOnly );
|
||||
if ( mReflectMat )
|
||||
mReflectMat->init( mTerrain, mMaterials, false, true, baseOnly );
|
||||
}
|
||||
|
|
@ -341,14 +341,14 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
const bool disableParallaxMaps = GFX->getPixelShaderVersion() < 3.0f ||
|
||||
MATMGR->getExclusionFeatures().hasFeature( MFT_Parallax );
|
||||
|
||||
// Has advanced lightmap support been enabled for prepass.
|
||||
// Has advanced lightmap support been enabled for deferred.
|
||||
bool advancedLightmapSupport = false;
|
||||
if ( prePassMat )
|
||||
{
|
||||
// This sucks... but it works.
|
||||
AdvancedLightBinManager *lightBin;
|
||||
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
|
||||
advancedLightmapSupport = lightBin->MRTLightmapsDuringPrePass();
|
||||
advancedLightmapSupport = lightBin->MRTLightmapsDuringDeferred();
|
||||
}
|
||||
|
||||
// Loop till we create a valid shader!
|
||||
|
|
@ -360,7 +360,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
if ( prePassMat )
|
||||
{
|
||||
features.addFeature( MFT_EyeSpaceDepthOut );
|
||||
features.addFeature( MFT_PrePassConditioner );
|
||||
features.addFeature( MFT_DeferredConditioner );
|
||||
features.addFeature( MFT_DeferredTerrainBaseMap );
|
||||
features.addFeature(MFT_isDeferred);
|
||||
|
||||
|
|
@ -546,7 +546,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
{
|
||||
desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
|
||||
|
||||
// If this is the prepass then we don't want to
|
||||
// If this is the deferred then we don't want to
|
||||
// write to the last two color channels (where
|
||||
// depth is usually encoded).
|
||||
//
|
||||
|
|
@ -558,9 +558,9 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
desc.setColorWrites( true, true, true, false );
|
||||
}
|
||||
|
||||
// We write to the zbuffer if this is a prepass
|
||||
// material or if the prepass is disabled.
|
||||
desc.setZReadWrite( true, !MATMGR->getPrePassEnabled() ||
|
||||
// We write to the zbuffer if this is a deferred
|
||||
// material or if the deferred is disabled.
|
||||
desc.setZReadWrite( true, !MATMGR->getDeferredEnabled() ||
|
||||
prePassMat ||
|
||||
reflectMat );
|
||||
|
||||
|
|
@ -669,10 +669,10 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
materials->pop_front();
|
||||
}
|
||||
|
||||
// If we're doing prepass it requires some
|
||||
// If we're doing deferred it requires some
|
||||
// special stencil settings for it to work.
|
||||
if ( prePassMat )
|
||||
desc.addDesc( RenderPrePassMgr::getOpaqueStenciWriteDesc( false ) );
|
||||
desc.addDesc( RenderDeferredMgr::getOpaqueStenciWriteDesc( false ) );
|
||||
|
||||
desc.setCullMode( GFXCullCCW );
|
||||
pass->stateBlock = GFX->createStateBlock(desc);
|
||||
|
|
|
|||
|
|
@ -153,8 +153,8 @@ protected:
|
|||
|
||||
NamedTexTargetRef mLightInfoTarget;
|
||||
|
||||
/// The prepass material for this material.
|
||||
TerrainCellMaterial *mPrePassMat;
|
||||
/// The deferred material for this material.
|
||||
TerrainCellMaterial *mDeferredMat;
|
||||
|
||||
/// The reflection material for this material.
|
||||
TerrainCellMaterial *mReflectMat;
|
||||
|
|
@ -182,8 +182,8 @@ public:
|
|||
bool reflectMat = false,
|
||||
bool baseOnly = false );
|
||||
|
||||
/// Returns a prepass material from this material.
|
||||
TerrainCellMaterial* getPrePassMat();
|
||||
/// Returns a deferred material from this material.
|
||||
TerrainCellMaterial* getDeferredMat();
|
||||
|
||||
/// Returns the reflection material from this material.
|
||||
TerrainCellMaterial* getReflectMat();
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ singleton ShaderData( ParticlesShaderData )
|
|||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/gl/particlesP.glsl";
|
||||
|
||||
samplerNames[0] = "$diffuseMap";
|
||||
samplerNames[1] = "$prepassTex";
|
||||
samplerNames[1] = "$deferredTex";
|
||||
samplerNames[2] = "$paraboloidLightMap";
|
||||
|
||||
pixVersion = 2.0;
|
||||
|
|
@ -103,7 +103,7 @@ new ShaderData( fxFoliageReplicatorShader )
|
|||
pixVersion = 1.4;
|
||||
};
|
||||
|
||||
singleton ShaderData( VolumetricFogPrePassShader )
|
||||
singleton ShaderData( VolumetricFogDeferredShader )
|
||||
{
|
||||
DXVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogPreV.hlsl";
|
||||
DXPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/VFogPreP.hlsl";
|
||||
|
|
@ -121,7 +121,7 @@ singleton ShaderData( VolumetricFogShader )
|
|||
OGLVertexShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogV.glsl";
|
||||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/VolumetricFog/gl/VFogP.glsl";
|
||||
|
||||
samplerNames[0] = "$prepassTex";
|
||||
samplerNames[0] = "$deferredTex";
|
||||
samplerNames[1] = "$depthBuffer";
|
||||
samplerNames[2] = "$frontBuffer";
|
||||
samplerNames[3] = "$density";
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ singleton ShaderData( WaterShader )
|
|||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/water/gl/waterP.glsl";
|
||||
|
||||
samplerNames[0] = "$bumpMap"; // noise
|
||||
samplerNames[1] = "$prepassTex"; // #prepass
|
||||
samplerNames[1] = "$deferredTex"; // #deferred
|
||||
samplerNames[2] = "$reflectMap"; // $reflectbuff
|
||||
samplerNames[3] = "$refractBuff"; // $backbuff
|
||||
samplerNames[4] = "$skyMap"; // $cubemap
|
||||
|
|
@ -61,7 +61,7 @@ singleton GFXStateBlockData( WaterStateBlock )
|
|||
{
|
||||
samplersDefined = true;
|
||||
samplerStates[0] = WaterSampler; // noise
|
||||
samplerStates[1] = SamplerClampPoint; // #prepass
|
||||
samplerStates[1] = SamplerClampPoint; // #deferred
|
||||
samplerStates[2] = SamplerClampLinear; // $reflectbuff
|
||||
samplerStates[3] = SamplerClampPoint; // $backbuff
|
||||
samplerStates[4] = SamplerWrapLinear; // $cubemap
|
||||
|
|
@ -78,7 +78,7 @@ singleton GFXStateBlockData( UnderWaterStateBlock : WaterStateBlock )
|
|||
|
||||
singleton CustomMaterial( WaterMat )
|
||||
{
|
||||
sampler["prepassTex"] = "#prepass";
|
||||
sampler["deferredTex"] = "#deferred";
|
||||
sampler["reflectMap"] = "$reflectbuff";
|
||||
sampler["refractBuff"] = "$backbuff";
|
||||
// These samplers are set in code not here.
|
||||
|
|
@ -115,7 +115,7 @@ singleton CustomMaterial( UnderwaterMat )
|
|||
//sampler["bumpMap"] = "core/art/water/noise02";
|
||||
//sampler["foamMap"] = "core/art/water/foam";
|
||||
|
||||
sampler["prepassTex"] = "#prepass";
|
||||
sampler["deferredTex"] = "#deferred";
|
||||
sampler["refractBuff"] = "$backbuff";
|
||||
|
||||
shader = UnderWaterShader;
|
||||
|
|
@ -171,7 +171,7 @@ singleton CustomMaterial( WaterBasicMat )
|
|||
//sampler["bumpMap"] = "core/art/water/noise02";
|
||||
//sampler["skyMap"] = "$cubemap";
|
||||
|
||||
//sampler["prepassTex"] = "#prepass";
|
||||
//sampler["deferredTex"] = "#deferred";
|
||||
sampler["reflectMap"] = "$reflectbuff";
|
||||
sampler["refractBuff"] = "$backbuff";
|
||||
|
||||
|
|
@ -199,7 +199,7 @@ singleton CustomMaterial( UnderwaterBasicMat )
|
|||
//sampler["bumpMap"] = "core/art/water/noise02";
|
||||
//samplers["skyMap"] = "$cubemap";
|
||||
|
||||
//sampler["prepassTex"] = "#prepass";
|
||||
//sampler["deferredTex"] = "#deferred";
|
||||
sampler["refractBuff"] = "$backbuff";
|
||||
|
||||
shader = UnderWaterBasicShader;
|
||||
|
|
|
|||
|
|
@ -46,9 +46,9 @@ new ShaderData( AL_DeferredShader )
|
|||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/lighting/advanced/gl/deferredShadingP.glsl";
|
||||
|
||||
samplerNames[0] = "colorBufferTex";
|
||||
samplerNames[1] = "lightPrePassTex";
|
||||
samplerNames[1] = "lightDeferredTex";
|
||||
samplerNames[2] = "matInfoTex";
|
||||
samplerNames[3] = "prepassTex";
|
||||
samplerNames[3] = "deferredTex";
|
||||
|
||||
pixVersion = 2.0;
|
||||
};
|
||||
|
|
@ -62,7 +62,7 @@ singleton PostEffect( AL_DeferredShading )
|
|||
texture[0] = "#color";
|
||||
texture[1] = "#lightinfo";
|
||||
texture[2] = "#matinfo";
|
||||
texture[3] = "#prepass";
|
||||
texture[3] = "#deferred";
|
||||
|
||||
target = "$backBuffer";
|
||||
renderPriority = 10000;
|
||||
|
|
|
|||
|
|
@ -83,7 +83,7 @@ new CustomMaterial( AL_VectorLightMaterial )
|
|||
shader = AL_VectorLightShader;
|
||||
stateBlock = AL_VectorLightState;
|
||||
|
||||
sampler["prePassBuffer"] = "#prepass";
|
||||
sampler["prePassBuffer"] = "#deferred";
|
||||
sampler["shadowMap"] = "$dynamiclight";
|
||||
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
|
||||
sampler["ssaoMask"] = "#ssaoMask";
|
||||
|
|
@ -160,7 +160,7 @@ new CustomMaterial( AL_PointLightMaterial )
|
|||
shader = AL_PointLightShader;
|
||||
stateBlock = AL_ConvexLightState;
|
||||
|
||||
sampler["prePassBuffer"] = "#prepass";
|
||||
sampler["prePassBuffer"] = "#deferred";
|
||||
sampler["shadowMap"] = "$dynamiclight";
|
||||
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
|
||||
sampler["cookieMap"] = "$dynamiclightmask";
|
||||
|
|
@ -199,7 +199,7 @@ new CustomMaterial( AL_SpotLightMaterial )
|
|||
shader = AL_SpotLightShader;
|
||||
stateBlock = AL_ConvexLightState;
|
||||
|
||||
sampler["prePassBuffer"] = "#prepass";
|
||||
sampler["prePassBuffer"] = "#deferred";
|
||||
sampler["shadowMap"] = "$dynamiclight";
|
||||
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
|
||||
sampler["cookieMap"] = "$dynamiclightmask";
|
||||
|
|
@ -212,9 +212,9 @@ new CustomMaterial( AL_SpotLightMaterial )
|
|||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
/// This material is used for generating prepass
|
||||
/// This material is used for generating deferred
|
||||
/// materials for objects that do not have materials.
|
||||
new Material( AL_DefaultPrePassMaterial )
|
||||
new Material( AL_DefaultDeferredMaterial )
|
||||
{
|
||||
// We need something in the first pass else it
|
||||
// won't create a proper material instance.
|
||||
|
|
@ -269,7 +269,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
|
|||
shader = AL_ParticlePointLightShader;
|
||||
stateBlock = AL_ConvexLightState;
|
||||
|
||||
sampler["prePassBuffer"] = "#prepass";
|
||||
sampler["prePassBuffer"] = "#deferred";
|
||||
target = "lightinfo";
|
||||
|
||||
pixVersion = 3.0;
|
||||
|
|
|
|||
|
|
@ -51,7 +51,7 @@ singleton ShaderData( MLAA_EdgeDetectionShader )
|
|||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/mlaa/gl/edgeDetectionP.glsl";
|
||||
|
||||
samplerNames[0] = "$colorMapG";
|
||||
samplerNames[1] = "$prepassMap";
|
||||
samplerNames[1] = "$deferredMap";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -125,7 +125,7 @@ singleton PostEffect( MLAAFx )
|
|||
renderTime = "PFXAfterDiffuse";
|
||||
|
||||
texture[0] = "$backBuffer"; //colorMapG
|
||||
texture[1] = "#prepass"; // Used for depth detection
|
||||
texture[1] = "#deferred"; // Used for depth detection
|
||||
|
||||
target = "$outTex";
|
||||
targetClear = PFXTargetClear_OnDraw;
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ singleton ShaderData( PFX_MotionBlurShader )
|
|||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/motionBlurP.glsl";
|
||||
|
||||
samplerNames[0] = "$backBuffer";
|
||||
samplerNames[1] = "$prepassTex";
|
||||
samplerNames[1] = "$deferredTex";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -43,7 +43,7 @@ singleton PostEffect(MotionBlurFX)
|
|||
shader = PFX_MotionBlurShader;
|
||||
stateBlock = PFX_DefaultStateBlock;
|
||||
texture[0] = "$backbuffer";
|
||||
texture[1] = "#prepass";
|
||||
texture[1] = "#deferred";
|
||||
target = "$backBuffer";
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ singleton ShaderData( PFX_CausticsShader )
|
|||
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
|
||||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/gl/causticsP.glsl";
|
||||
|
||||
samplerNames[0] = "$prepassTex";
|
||||
samplerNames[0] = "$deferredTex";
|
||||
samplerNames[1] = "$causticsTex0";
|
||||
samplerNames[2] = "$causticsTex1";
|
||||
|
||||
|
|
@ -57,7 +57,7 @@ singleton PostEffect( CausticsPFX )
|
|||
|
||||
shader = PFX_CausticsShader;
|
||||
stateBlock = PFX_CausticsStateBlock;
|
||||
texture[0] = "#prepass";
|
||||
texture[0] = "#deferred";
|
||||
texture[1] = "core/images/caustics_1";
|
||||
texture[2] = "core/images/caustics_2";
|
||||
target = "$backBuffer";
|
||||
|
|
|
|||
|
|
@ -430,7 +430,7 @@ singleton PostEffect( DOFPostEffect )
|
|||
shader = PFX_DOFDownSampleShader;
|
||||
stateBlock = PFX_DOFDownSampleStateBlock;
|
||||
texture[0] = "$backBuffer";
|
||||
texture[1] = "#prepass";
|
||||
texture[1] = "#deferred";
|
||||
target = "#shrunk";
|
||||
targetScale = "0.25 0.25";
|
||||
|
||||
|
|
@ -485,7 +485,7 @@ singleton PostEffect( DOFFinalPFX )
|
|||
texture[0] = "$backBuffer";
|
||||
texture[1] = "$inTex";
|
||||
texture[2] = "#largeBlur";
|
||||
texture[3] = "#prepass";
|
||||
texture[3] = "#deferred";
|
||||
target = "$backBuffer";
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -40,7 +40,7 @@ singleton ShaderData( PFX_EdgeAADetectShader )
|
|||
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
|
||||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeDetectP.glsl";
|
||||
|
||||
samplerNames[0] = "$prepassBuffer";
|
||||
samplerNames[0] = "$deferredBuffer";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -81,7 +81,7 @@ singleton PostEffect( EdgeDetectPostEffect )
|
|||
|
||||
shader = PFX_EdgeAADetectShader;
|
||||
stateBlock = PFX_DefaultEdgeAAStateBlock;
|
||||
texture[0] = "#prepass";
|
||||
texture[0] = "#deferred";
|
||||
target = "#edge";
|
||||
|
||||
isEnabled = true;
|
||||
|
|
|
|||
|
|
@ -32,7 +32,7 @@ singleton ShaderData( FogPassShader )
|
|||
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
|
||||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/fogP.glsl";
|
||||
|
||||
samplerNames[0] = "$prepassTex";
|
||||
samplerNames[0] = "$deferredTex";
|
||||
|
||||
pixVersion = 2.0;
|
||||
};
|
||||
|
|
@ -58,7 +58,7 @@ singleton PostEffect( FogPostFx )
|
|||
|
||||
shader = FogPassShader;
|
||||
stateBlock = FogPassStateBlock;
|
||||
texture[0] = "#prepass";
|
||||
texture[0] = "#deferred";
|
||||
|
||||
renderPriority = 5;
|
||||
|
||||
|
|
@ -79,7 +79,7 @@ singleton ShaderData( UnderwaterFogPassShader )
|
|||
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
|
||||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/underwaterFogP.glsl";
|
||||
|
||||
samplerNames[0] = "$prepassTex";
|
||||
samplerNames[0] = "$deferredTex";
|
||||
samplerNames[1] = "$backbuffer";
|
||||
samplerNames[2] = "$waterDepthGradMap";
|
||||
|
||||
|
|
@ -110,7 +110,7 @@ singleton PostEffect( UnderwaterFogPostFx )
|
|||
|
||||
shader = UnderwaterFogPassShader;
|
||||
stateBlock = UnderwaterFogPassStateBlock;
|
||||
texture[0] = "#prepass";
|
||||
texture[0] = "#deferred";
|
||||
texture[1] = "$backBuffer";
|
||||
texture[2] = "#waterDepthGradMap";
|
||||
|
||||
|
|
|
|||
|
|
@ -170,7 +170,7 @@ singleton ShaderData( HDR_CombineShader )
|
|||
samplerNames[1] = "$luminanceTex";
|
||||
samplerNames[2] = "$bloomTex";
|
||||
samplerNames[3] = "$colorCorrectionTex";
|
||||
samplerNames[4] = "prepassTex";
|
||||
samplerNames[4] = "deferredTex";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ singleton ShaderData( LightRayOccludeShader )
|
|||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/lightRay/gl/lightRayOccludeP.glsl";
|
||||
|
||||
samplerNames[0] = "$backBuffer";
|
||||
samplerNames[1] = "$prepassTex";
|
||||
samplerNames[1] = "$deferredTex";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -77,7 +77,7 @@ singleton PostEffect( LightRayPostFX )
|
|||
shader = LightRayOccludeShader;
|
||||
stateBlock = LightRayStateBlock;
|
||||
texture[0] = "$backBuffer";
|
||||
texture[1] = "#prepass";
|
||||
texture[1] = "#deferred";
|
||||
target = "$outTex";
|
||||
targetFormat = "GFXFormatR16G16B16A16F";
|
||||
|
||||
|
|
|
|||
|
|
@ -156,7 +156,7 @@ singleton ShaderData( SSAOShader )
|
|||
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
|
||||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_P.glsl";
|
||||
|
||||
samplerNames[0] = "$prepassMap";
|
||||
samplerNames[0] = "$deferredMap";
|
||||
samplerNames[1] = "$randNormalTex";
|
||||
samplerNames[2] = "$powTable";
|
||||
|
||||
|
|
@ -172,7 +172,7 @@ singleton ShaderData( SSAOBlurYShader )
|
|||
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/ssao/gl/SSAO_Blur_P.glsl";
|
||||
|
||||
samplerNames[0] = "$occludeMap";
|
||||
samplerNames[1] = "$prepassMap";
|
||||
samplerNames[1] = "$deferredMap";
|
||||
|
||||
pixVersion = 3.0;
|
||||
|
||||
|
|
@ -199,7 +199,7 @@ singleton PostEffect( SSAOPostFx )
|
|||
shader = SSAOShader;
|
||||
stateBlock = SSAOStateBlock;
|
||||
|
||||
texture[0] = "#prepass";
|
||||
texture[0] = "#deferred";
|
||||
texture[1] = "core/images/noise.png";
|
||||
texture[2] = "#ssao_pow_table";
|
||||
|
||||
|
|
@ -215,7 +215,7 @@ singleton PostEffect( SSAOPostFx )
|
|||
stateBlock = SSAOBlurStateBlock;
|
||||
|
||||
texture[0] = "$inTex";
|
||||
texture[1] = "#prepass";
|
||||
texture[1] = "#deferred";
|
||||
|
||||
target = "$outTex";
|
||||
};
|
||||
|
|
@ -228,7 +228,7 @@ singleton PostEffect( SSAOPostFx )
|
|||
stateBlock = SSAOBlurStateBlock;
|
||||
|
||||
texture[0] = "$inTex";
|
||||
texture[1] = "#prepass";
|
||||
texture[1] = "#deferred";
|
||||
|
||||
target = "$outTex";
|
||||
};
|
||||
|
|
@ -241,7 +241,7 @@ singleton PostEffect( SSAOPostFx )
|
|||
stateBlock = SSAOBlurStateBlock;
|
||||
|
||||
texture[0] = "$inTex";
|
||||
texture[1] = "#prepass";
|
||||
texture[1] = "#deferred";
|
||||
|
||||
target = "$outTex";
|
||||
};
|
||||
|
|
@ -254,7 +254,7 @@ singleton PostEffect( SSAOPostFx )
|
|||
stateBlock = SSAOBlurStateBlock;
|
||||
|
||||
texture[0] = "$inTex";
|
||||
texture[1] = "#prepass";
|
||||
texture[1] = "#deferred";
|
||||
|
||||
// We write to a mask texture which is then
|
||||
// read by the lighting shaders to mask ambient.
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@
|
|||
#include "../shaderModelAutoGen.hlsl"
|
||||
#include "../torque.hlsl"
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(depthBuffer, 1);
|
||||
TORQUE_UNIFORM_SAMPLER2D(frontBuffer, 2);
|
||||
TORQUE_UNIFORM_SAMPLER2D(density, 3);
|
||||
|
|
@ -56,7 +56,7 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0
|
|||
float2 uvscreen=((IN.htpos.xy/IN.htpos.w) + 1.0 ) / 2.0;
|
||||
uvscreen.y = 1.0 - uvscreen.y;
|
||||
|
||||
float obj_test = TORQUE_PREPASS_UNCONDITION(prepassTex, uvscreen).w * preBias;
|
||||
float obj_test = TORQUE_PREPASS_UNCONDITION(deferredTex, uvscreen).w * preBias;
|
||||
float depth = TORQUE_TEX2D(depthBuffer, uvscreen).r;
|
||||
float front = TORQUE_TEX2D(frontBuffer, uvscreen).r;
|
||||
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Volumetric Fog prepass pixel shader V1.00
|
||||
// Volumetric Fog deferred pixel shader V1.00
|
||||
#include "../shaderModel.hlsl"
|
||||
|
||||
struct ConnectData
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Volumetric Fog prepass vertex shader V1.00
|
||||
// Volumetric Fog deferred vertex shader V1.00
|
||||
|
||||
#include "../shaderModel.hlsl"
|
||||
#include "../hlslStructs.hlsl"
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@
|
|||
#include "shadergen:/autogenConditioners.h"
|
||||
#include "../../gl/torque.glsl"
|
||||
|
||||
uniform sampler2D prepassTex;
|
||||
uniform sampler2D deferredTex;
|
||||
uniform sampler2D depthBuffer;
|
||||
uniform sampler2D frontBuffer;
|
||||
uniform sampler2D density;
|
||||
|
|
@ -52,7 +52,7 @@ void main()
|
|||
vec2 uvscreen=((IN_hpos.xy/IN_hpos.w) + 1.0 ) / 2.0;
|
||||
uvscreen.y = 1.0 - uvscreen.y;
|
||||
|
||||
float obj_test = prepassUncondition( prepassTex, uvscreen).w * preBias;
|
||||
float obj_test = deferredUncondition( deferredTex, uvscreen).w * preBias;
|
||||
float depth = tex2D(depthBuffer,uvscreen).r;
|
||||
float front = tex2D(frontBuffer,uvscreen).r;
|
||||
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@
|
|||
|
||||
uniform float oneOverSoftness;
|
||||
uniform float oneOverFar;
|
||||
uniform sampler2D prepassTex;
|
||||
uniform sampler2D deferredTex;
|
||||
//uniform vec3 vEye;
|
||||
uniform vec4 prePassTargetParams;
|
||||
#endif
|
||||
|
|
@ -88,7 +88,7 @@ void main()
|
|||
vec2 tc = IN_pos.xy * vec2(1.0, -1.0) / IN_pos.w;
|
||||
tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams);
|
||||
|
||||
float sceneDepth = prepassUncondition( prepassTex, tc ).w;
|
||||
float sceneDepth = deferredUncondition( deferredTex, tc ).w;
|
||||
float depth = IN_pos.w * oneOverFar;
|
||||
float diff = sceneDepth - depth;
|
||||
#ifdef CLIP_Z
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ Fragout main( Conn IN )
|
|||
{
|
||||
Fragout OUT;
|
||||
|
||||
// Clear Prepass Buffer ( Normals/Depth );
|
||||
// Clear Deferred Buffer ( Normals/Depth );
|
||||
OUT.col = float4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
// Clear Color Buffer.
|
||||
|
|
|
|||
|
|
@ -25,17 +25,17 @@
|
|||
#include "../../torque.hlsl"
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(lightPrePassTex,1);
|
||||
TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,1);
|
||||
TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2);
|
||||
TORQUE_UNIFORM_SAMPLER2D(prepassTex,3);
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredTex,3);
|
||||
|
||||
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
|
||||
{
|
||||
float4 lightBuffer = TORQUE_TEX2D( lightPrePassTex, IN.uv0 );
|
||||
float4 lightBuffer = TORQUE_TEX2D( lightDeferredTex, IN.uv0 );
|
||||
float4 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 );
|
||||
float4 matInfo = TORQUE_TEX2D( matInfoTex, IN.uv0 );
|
||||
float specular = saturate(lightBuffer.a);
|
||||
float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w;
|
||||
float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w;
|
||||
|
||||
if (depth>0.9999)
|
||||
return float4(0,0,0,0);
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ out vec4 OUT_col2;
|
|||
//-----------------------------------------------------------------------------
|
||||
void main()
|
||||
{
|
||||
// Clear Prepass Buffer ( Normals/Depth );
|
||||
// Clear Deferred Buffer ( Normals/Depth );
|
||||
OUT_col = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
// Clear Color Buffer.
|
||||
|
|
|
|||
|
|
@ -26,21 +26,21 @@
|
|||
#include "../../../gl/torque.glsl"
|
||||
|
||||
uniform sampler2D colorBufferTex;
|
||||
uniform sampler2D lightPrePassTex;
|
||||
uniform sampler2D lightDeferredTex;
|
||||
uniform sampler2D matInfoTex;
|
||||
uniform sampler2D prepassTex;
|
||||
uniform sampler2D deferredTex;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = prepassUncondition( prepassTex, uv0 ).w;
|
||||
float depth = deferredUncondition( deferredTex, uv0 ).w;
|
||||
if (depth>0.9999)
|
||||
{
|
||||
OUT_col = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
vec4 lightBuffer = texture( lightPrePassTex, uv0 );
|
||||
vec4 lightBuffer = texture( lightDeferredTex, uv0 );
|
||||
vec4 colorBuffer = texture( colorBufferTex, uv0 );
|
||||
vec4 matInfo = texture( matInfoTex, uv0 );
|
||||
float specular = clamp(lightBuffer.a,0.0,1.0);
|
||||
|
|
|
|||
|
|
@ -159,9 +159,9 @@ void main()
|
|||
}
|
||||
|
||||
// Sample/unpack the normal/z data
|
||||
vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene );
|
||||
vec3 normal = prepassSample.rgb;
|
||||
float depth = prepassSample.a;
|
||||
vec4 deferredSample = deferredUncondition( prePassBuffer, uvScene );
|
||||
vec3 normal = deferredSample.rgb;
|
||||
float depth = deferredSample.a;
|
||||
|
||||
// Eye ray - Eye -> Pixel
|
||||
vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, vsEyeDir.xyz, vsFarPlane );
|
||||
|
|
|
|||
|
|
@ -101,9 +101,9 @@ void main()
|
|||
}
|
||||
|
||||
// Sample/unpack the normal/z data
|
||||
vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene );
|
||||
vec3 normal = prepassSample.rgb;
|
||||
float depth = prepassSample.a;
|
||||
vec4 deferredSample = deferredUncondition( prePassBuffer, uvScene );
|
||||
vec3 normal = deferredSample.rgb;
|
||||
float depth = deferredSample.a;
|
||||
|
||||
// Eye ray - Eye -> Pixel
|
||||
vec3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN_vsEyeDir.xyz, vsFarPlane );
|
||||
|
|
|
|||
|
|
@ -214,9 +214,9 @@ void main()
|
|||
}
|
||||
|
||||
// Sample/unpack the normal/z data
|
||||
vec4 prepassSample = prepassUncondition( prePassBuffer, uv0 );
|
||||
vec3 normal = prepassSample.rgb;
|
||||
float depth = prepassSample.a;
|
||||
vec4 deferredSample = deferredUncondition( prePassBuffer, uv0 );
|
||||
vec3 normal = deferredSample.rgb;
|
||||
float depth = deferredSample.a;
|
||||
|
||||
// Use eye ray to get ws pos
|
||||
vec4 worldPos = vec4(eyePosWorld + wsEyeRay * depth, 1.0f);
|
||||
|
|
|
|||
|
|
@ -49,9 +49,9 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
|
|||
float2 uvScene = getUVFromSSPos(ssPos, rtParams0);
|
||||
|
||||
// Sample/unpack the normal/z data
|
||||
float4 prepassSample = TORQUE_PREPASS_UNCONDITION(prePassBuffer, uvScene);
|
||||
float3 normal = prepassSample.rgb;
|
||||
float depth = prepassSample.a;
|
||||
float4 deferredSample = TORQUE_PREPASS_UNCONDITION(prePassBuffer, uvScene);
|
||||
float3 normal = deferredSample.rgb;
|
||||
float depth = deferredSample.a;
|
||||
|
||||
// Eye ray - Eye -> Pixel
|
||||
float3 eyeRay = getDistanceVectorToPlane(-vsFarPlane.w, IN.vsEyeDir, vsFarPlane);
|
||||
|
|
|
|||
|
|
@ -161,9 +161,9 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
|
|||
}
|
||||
|
||||
// Sample/unpack the normal/z data
|
||||
float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene );
|
||||
float3 normal = prepassSample.rgb;
|
||||
float depth = prepassSample.a;
|
||||
float4 deferredSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene );
|
||||
float3 normal = deferredSample.rgb;
|
||||
float depth = deferredSample.a;
|
||||
|
||||
// Eye ray - Eye -> Pixel
|
||||
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
|
||||
|
|
|
|||
|
|
@ -99,9 +99,9 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
|
|||
}
|
||||
|
||||
// Sample/unpack the normal/z data
|
||||
float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene );
|
||||
float3 normal = prepassSample.rgb;
|
||||
float depth = prepassSample.a;
|
||||
float4 deferredSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene );
|
||||
float3 normal = deferredSample.rgb;
|
||||
float depth = deferredSample.a;
|
||||
|
||||
// Eye ray - Eye -> Pixel
|
||||
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
|
||||
|
|
|
|||
|
|
@ -213,9 +213,9 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
|
|||
subsurface = float3(0.337255, 0.772549, 0.262745);
|
||||
}
|
||||
// Sample/unpack the normal/z data
|
||||
float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, IN.uv0 );
|
||||
float3 normal = prepassSample.rgb;
|
||||
float depth = prepassSample.a;
|
||||
float4 deferredSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, IN.uv0 );
|
||||
float3 normal = deferredSample.rgb;
|
||||
float depth = deferredSample.a;
|
||||
|
||||
// Use eye ray to get ws pos
|
||||
float4 worldPos = float4(eyePosWorld + IN.wsEyeRay * depth, 1.0f);
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@
|
|||
|
||||
uniform float oneOverSoftness;
|
||||
uniform float oneOverFar;
|
||||
TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1);
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1);
|
||||
//uniform float3 vEye;
|
||||
uniform float4 prePassTargetParams;
|
||||
#endif
|
||||
|
|
@ -84,7 +84,7 @@ float4 main( Conn IN ) : TORQUE_TARGET0
|
|||
float2 tc = IN.pos.xy * float2(1.0, -1.0) / IN.pos.w;
|
||||
tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams);
|
||||
|
||||
float sceneDepth = TORQUE_PREPASS_UNCONDITION(prepassTex, tc).w;
|
||||
float sceneDepth = TORQUE_PREPASS_UNCONDITION(deferredTex, tc).w;
|
||||
float depth = IN.pos.w * oneOverFar;
|
||||
float diff = sceneDepth - depth;
|
||||
#ifdef CLIP_Z
|
||||
|
|
|
|||
|
|
@ -28,7 +28,7 @@ uniform float3 eyePosWorld;
|
|||
uniform float4 rtParams0;
|
||||
uniform float4 waterFogPlane;
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(causticsTex0, 1);
|
||||
TORQUE_UNIFORM_SAMPLER2D(causticsTex1, 2);
|
||||
|
||||
|
|
@ -40,7 +40,7 @@ float distanceToPlane(float4 plane, float3 pos)
|
|||
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
|
||||
{
|
||||
//Sample the pre-pass
|
||||
float4 prePass = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 );
|
||||
float4 prePass = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 );
|
||||
|
||||
//Get depth
|
||||
float depth = prePass.w;
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ uniform vec4 rtParams0;
|
|||
uniform vec4 waterFogPlane;
|
||||
uniform float accumTime;
|
||||
|
||||
uniform sampler2D prepassTex;
|
||||
uniform sampler2D deferredTex;
|
||||
uniform sampler2D causticsTex0;
|
||||
uniform sampler2D causticsTex1;
|
||||
uniform vec2 targetSize;
|
||||
|
|
@ -44,7 +44,7 @@ float distanceToPlane(vec4 plane, vec3 pos)
|
|||
void main()
|
||||
{
|
||||
//Sample the pre-pass
|
||||
vec4 prePass = prepassUncondition( prepassTex, IN_uv0 );
|
||||
vec4 prePass = deferredUncondition( deferredTex, IN_uv0 );
|
||||
|
||||
//Get depth
|
||||
float depth = prePass.w;
|
||||
|
|
|
|||
|
|
@ -87,10 +87,10 @@ void main()
|
|||
coc = half4(0);
|
||||
for ( int i = 0; i < 4; i++ )
|
||||
{
|
||||
depth[0] = prepassUncondition( depthSampler, ( IN_tcDepth0.xy + rowOfs[i] ) ).w;
|
||||
depth[1] = prepassUncondition( depthSampler, ( IN_tcDepth1.xy + rowOfs[i] ) ).w;
|
||||
depth[2] = prepassUncondition( depthSampler, ( IN_tcDepth2.xy + rowOfs[i] ) ).w;
|
||||
depth[3] = prepassUncondition( depthSampler, ( IN_tcDepth3.xy + rowOfs[i] ) ).w;
|
||||
depth[0] = deferredUncondition( depthSampler, ( IN_tcDepth0.xy + rowOfs[i] ) ).w;
|
||||
depth[1] = deferredUncondition( depthSampler, ( IN_tcDepth1.xy + rowOfs[i] ) ).w;
|
||||
depth[2] = deferredUncondition( depthSampler, ( IN_tcDepth2.xy + rowOfs[i] ) ).w;
|
||||
depth[3] = deferredUncondition( depthSampler, ( IN_tcDepth3.xy + rowOfs[i] ) ).w;
|
||||
|
||||
// @todo OPENGL INTEL need review
|
||||
coc = max( coc, clamp( half4(dofEqWorld.x) * depth + half4(dofEqWorld.y), half4(0.0), half4(maxWorldCoC) ) );
|
||||
|
|
|
|||
|
|
@ -117,7 +117,7 @@ void main()
|
|||
//med.rgb = large;
|
||||
|
||||
//nearCoc = 0;
|
||||
depth = prepassUncondition( depthSampler, IN_uv3 ).w;
|
||||
depth = deferredUncondition( depthSampler, IN_uv3 ).w;
|
||||
//return half4(depth.rrr,1);
|
||||
//return half4(nearCoc.rrr,1.0);
|
||||
|
||||
|
|
|
|||
|
|
@ -23,7 +23,7 @@
|
|||
#include "../postFx.hlsl"
|
||||
#include "../../shaderModelAutoGen.hlsl"
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(prepassBuffer,0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer,0);
|
||||
|
||||
// GPU Gems 3, pg 443-444
|
||||
float GetEdgeWeight(float2 uv0, in float2 targetSize)
|
||||
|
|
@ -50,7 +50,7 @@ float GetEdgeWeight(float2 uv0, in float2 targetSize)
|
|||
for(int i = 0; i < 9; i++)
|
||||
{
|
||||
float2 uv = uv0 + offsets[i] * PixelSize;
|
||||
float4 gbSample = TORQUE_PREPASS_UNCONDITION( prepassBuffer, uv );
|
||||
float4 gbSample = TORQUE_PREPASS_UNCONDITION( deferredBuffer, uv );
|
||||
Depth[i] = gbSample.a;
|
||||
Normal[i] = gbSample.rgb;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@
|
|||
#include "shadergen:/autogenConditioners.h"
|
||||
|
||||
// GPU Gems 3, pg 443-444
|
||||
float GetEdgeWeight(vec2 uv0, in sampler2D prepassBuffer, in vec2 targetSize)
|
||||
float GetEdgeWeight(vec2 uv0, in sampler2D deferredBuffer, in vec2 targetSize)
|
||||
{
|
||||
vec2 offsets[9] = vec2[](
|
||||
vec2( 0.0, 0.0),
|
||||
|
|
@ -47,7 +47,7 @@ float GetEdgeWeight(vec2 uv0, in sampler2D prepassBuffer, in vec2 targetSize)
|
|||
for(int i = 0; i < 9; i++)
|
||||
{
|
||||
vec2 uv = uv0 + offsets[i] * PixelSize;
|
||||
vec4 gbSample = prepassUncondition( prepassBuffer, uv );
|
||||
vec4 gbSample = deferredUncondition( deferredBuffer, uv );
|
||||
Depth[i] = gbSample.a;
|
||||
Normal[i] = gbSample.rgb;
|
||||
}
|
||||
|
|
@ -85,12 +85,12 @@ float GetEdgeWeight(vec2 uv0, in sampler2D prepassBuffer, in vec2 targetSize)
|
|||
in vec2 uv0;
|
||||
#define IN_uv0 uv0
|
||||
|
||||
uniform sampler2D prepassBuffer;
|
||||
uniform sampler2D deferredBuffer;
|
||||
uniform vec2 targetSize;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
OUT_col = vec4( GetEdgeWeight(IN_uv0, prepassBuffer, targetSize ) );//rtWidthHeightInvWidthNegHeight.zw);
|
||||
OUT_col = vec4( GetEdgeWeight(IN_uv0, deferredBuffer, targetSize ) );//rtWidthHeightInvWidthNegHeight.zw);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@
|
|||
#include "./../torque.hlsl"
|
||||
#include "./../shaderModelAutoGen.hlsl"
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
|
||||
uniform float3 eyePosWorld;
|
||||
uniform float4 fogColor;
|
||||
uniform float3 fogData;
|
||||
|
|
@ -33,8 +33,8 @@ uniform float4 rtParams0;
|
|||
|
||||
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
|
||||
{
|
||||
//float2 prepassCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy;
|
||||
float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w;
|
||||
//float2 deferredCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy;
|
||||
float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w;
|
||||
//return float4( depth, 0, 0, 0.7 );
|
||||
|
||||
float factor = computeSceneFog( eyePosWorld,
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@
|
|||
#include "shadergen:/autogenConditioners.h"
|
||||
#include "../../gl/torque.glsl"
|
||||
|
||||
uniform sampler2D prepassTex ;
|
||||
uniform sampler2D deferredTex ;
|
||||
uniform vec3 eyePosWorld;
|
||||
uniform vec4 fogColor;
|
||||
uniform vec3 fogData;
|
||||
|
|
@ -38,8 +38,8 @@ out vec4 OUT_col;
|
|||
|
||||
void main()
|
||||
{
|
||||
//vec2 prepassCoord = ( uv0.xy * rtParams0.zw ) + rtParams0.xy;
|
||||
float depth = prepassUncondition( prepassTex, uv0 ).w;
|
||||
//vec2 deferredCoord = ( uv0.xy * rtParams0.zw ) + rtParams0.xy;
|
||||
float depth = deferredUncondition( deferredTex, uv0 ).w;
|
||||
//return vec4( depth, 0, 0, 0.7 );
|
||||
|
||||
float factor = computeSceneFog( eyePosWorld,
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ uniform mat4 matWorldToScreen;
|
|||
uniform float velocityMultiplier;
|
||||
|
||||
uniform sampler2D backBuffer;
|
||||
uniform sampler2D prepassTex;
|
||||
uniform sampler2D deferredTex;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
|
|
@ -44,11 +44,11 @@ void main()
|
|||
vec2 IN_uv0 = _IN_uv0;
|
||||
float samples = 5;
|
||||
|
||||
// First get the prepass texture for uv channel 0
|
||||
vec4 prepass = prepassUncondition( prepassTex, IN_uv0 );
|
||||
// First get the deferred texture for uv channel 0
|
||||
vec4 deferred = deferredUncondition( deferredTex, IN_uv0 );
|
||||
|
||||
// Next extract the depth
|
||||
float depth = prepass.a;
|
||||
float depth = deferred.a;
|
||||
|
||||
// Create the screen position
|
||||
vec4 screenPos = vec4(IN_uv0.x*2-1, IN_uv0.y*2-1, depth*2-1, 1);
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@
|
|||
// Uniforms
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform sampler2D prepassTex ;
|
||||
uniform sampler2D deferredTex ;
|
||||
uniform sampler2D backbuffer ;
|
||||
uniform sampler1D waterDepthGradMap;
|
||||
uniform vec3 eyePosWorld;
|
||||
|
|
@ -55,9 +55,9 @@ out vec4 OUT_col;
|
|||
|
||||
void main()
|
||||
{
|
||||
//vec2 prepassCoord = IN_uv0;
|
||||
//vec2 deferredCoord = IN_uv0;
|
||||
//IN_uv0 = ( IN_uv0.xy * rtParams0.zw ) + rtParams0.xy;
|
||||
float depth = prepassUncondition( prepassTex, IN_uv0 ).w;
|
||||
float depth = deferredUncondition( deferredTex, IN_uv0 ).w;
|
||||
//return vec4( depth.rrr, 1 );
|
||||
|
||||
// Skip fogging the extreme far plane so that
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@
|
|||
#include "../../gl/postFX.glsl"
|
||||
|
||||
uniform sampler2D backBuffer; // The original backbuffer.
|
||||
uniform sampler2D prepassTex; // The pre-pass depth and normals.
|
||||
uniform sampler2D deferredTex; // The pre-pass depth and normals.
|
||||
|
||||
uniform float brightScalar;
|
||||
|
||||
|
|
@ -38,7 +38,7 @@ void main()
|
|||
vec4 col = vec4( 0, 0, 0, 1 );
|
||||
|
||||
// Get the depth at this pixel.
|
||||
float depth = prepassUncondition( prepassTex, IN_uv0 ).w;
|
||||
float depth = deferredUncondition( deferredTex, IN_uv0 ).w;
|
||||
|
||||
// If the depth is equal to 1.0, read from the backbuffer
|
||||
// and perform the exposure calculation on the result.
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@
|
|||
#include "../postFx.hlsl"
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1);
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 1);
|
||||
|
||||
uniform float brightScalar;
|
||||
|
||||
|
|
@ -36,7 +36,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
|
|||
float4 col = float4( 0, 0, 0, 1 );
|
||||
|
||||
// Get the depth at this pixel.
|
||||
float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w;
|
||||
float depth = TORQUE_PREPASS_UNCONDITION( deferredTex, IN.uv0 ).w;
|
||||
|
||||
// If the depth is equal to 1.0, read from the backbuffer
|
||||
// and perform the exposure calculation on the result.
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue