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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-02 20:10:32 +00:00
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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parent
b052a1f970
commit
af8fbf0e3a
122 changed files with 641 additions and 641 deletions
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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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