Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.

This commit is contained in:
Areloch 2017-04-11 00:23:14 -05:00
parent b052a1f970
commit af8fbf0e3a
122 changed files with 641 additions and 641 deletions

View file

@ -100,7 +100,7 @@ VolumetricFog::VolumetricFog()
mTypeMask |= EnvironmentObjectType | StaticObjectType;
mPrepassTarget = NULL;
mDeferredTarget = NULL;
mDepthBufferTarget = NULL;
mFrontBufferTarget = NULL;
@ -771,17 +771,17 @@ void VolumetricFog::_leaveFog(ShapeBase *control)
bool VolumetricFog::setupRenderer()
{
// Search for the prepass rendertarget and shadermacros.
mPrepassTarget = NamedTexTarget::find("prepass");
if (!mPrepassTarget.isValid())
// Search for the deferred rendertarget and shadermacros.
mDeferredTarget = NamedTexTarget::find("deferred");
if (!mDeferredTarget.isValid())
{
Con::errorf("VolumetricFog::setupRenderer - could not find PrepassTarget");
Con::errorf("VolumetricFog::setupRenderer - could not find DeferredTarget");
return false;
}
Vector<GFXShaderMacro> macros;
if (mPrepassTarget)
mPrepassTarget->getShaderMacros(&macros);
if (mDeferredTarget)
mDeferredTarget->getShaderMacros(&macros);
// Search the depth and frontbuffers which are created by the VolumetricFogRTManager
@ -799,27 +799,27 @@ bool VolumetricFog::setupRenderer()
return false;
}
// Find and setup the prepass Shader
// Find and setup the deferred Shader
ShaderData *shaderData;
mPrePassShader = Sim::findObject("VolumetricFogPrePassShader", shaderData) ?
mDeferredShader = Sim::findObject("VolumetricFogDeferredShader", shaderData) ?
shaderData->getShader() : NULL;
if (!mPrePassShader)
if (!mDeferredShader)
{
Con::errorf("VolumetricFog::setupRenderer - could not find VolumetricFogPrePassShader");
Con::errorf("VolumetricFog::setupRenderer - could not find VolumetricFogDeferredShader");
return false;
}
// Create ShaderConstBuffer and Handles
mPPShaderConsts = mPrePassShader->allocConstBuffer();
mPPShaderConsts = mDeferredShader->allocConstBuffer();
if (mPPShaderConsts.isNull())
{
Con::errorf("VolumetricFog::setupRenderer - could not allocate ShaderConstants 1.");
return false;
}
mPPModelViewProjSC = mPrePassShader->getShaderConstHandle("$modelView");
mPPModelViewProjSC = mDeferredShader->getShaderConstHandle("$modelView");
// Find and setup the VolumetricFog Shader
@ -878,7 +878,7 @@ bool VolumetricFog::setupRenderer()
mReflFogDensitySC = mReflectionShader->getShaderConstHandle("$fogDensity");
mReflFogStrengthSC = mReflectionShader->getShaderConstHandle("$reflStrength");
// Create the prepass StateBlock
// Create the deferred StateBlock
desc_preD.setCullMode(GFXCullCW);
desc_preD.setBlend(true);
@ -895,7 +895,7 @@ bool VolumetricFog::setupRenderer()
descD.setBlend(true);
descD.setZReadWrite(false, false);// desc.setZReadWrite(true, false);
// prepassBuffer sampler
// deferredBuffer sampler
descD.samplersDefined = true;
descD.samplers[0].addressModeU = GFXAddressClamp;
descD.samplers[0].addressModeV = GFXAddressClamp;
@ -1063,7 +1063,7 @@ void VolumetricFog::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
mat.scale(mObjScale);
GFX->multWorld(mat);
GFX->setShader(mPrePassShader);
GFX->setShader(mDeferredShader);
GFX->setShaderConstBuffer(mPPShaderConsts);
GFX->setStateBlock(mStateblock_preD);
@ -1127,9 +1127,9 @@ void VolumetricFog::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
mShaderConsts->setSafe(mTexScaleSC, mTexScale * mFOV);
mShaderConsts->setSafe(mTexTilesSC, mTexTiles);
GFXTextureObject *prepasstex = mPrepassTarget ? mPrepassTarget->getTexture(0) : NULL;
GFXTextureObject *deferredtex = mDeferredTarget ? mDeferredTarget->getTexture(0) : NULL;
GFX->setTexture(0, prepasstex);
GFX->setTexture(0, deferredtex);
GFX->setTexture(1, mDepthBuffer);
GFX->setTexture(2, mFrontBuffer);

View file

@ -80,7 +80,7 @@ class VolumetricFog : public SceneObject
protected:
// Rendertargets;
GFXTextureTargetRef z_buf;
NamedTexTargetRef mPrepassTarget;
NamedTexTargetRef mDeferredTarget;
NamedTexTargetRef mDepthBufferTarget;
NamedTexTargetRef mFrontBufferTarget;
@ -89,7 +89,7 @@ class VolumetricFog : public SceneObject
// Shaders
GFXShaderRef mShader;
GFXShaderRef mPrePassShader;
GFXShaderRef mDeferredShader;
GFXShaderRef mReflectionShader;
// Stateblocks

View file

@ -739,7 +739,7 @@ void DecalRoad::prepRenderImage( SceneRenderState* state )
// Make it the sort distance the max distance so that
// it renders after all the other opaque geometry in
// the prepass bin.
// the deferred bin.
coreRI.sortDistSq = F32_MAX;
// If we need lights then set them up.

View file

@ -161,7 +161,7 @@ ConsoleDocClass( WaterObject,
"\t- Paramable water fog and color shift.\n\n"
"It will, however, look significantly different depending on the LightingManager "
"that is active. With Basic Lighting, we do not have a prepass texture to "
"that is active. With Basic Lighting, we do not have a deferred texture to "
"lookup per-pixel depth and therefore cannot use our rendering techniques that depend on it.\n\n"
"In particular, the following field groups are not used under Basic Lighting:\n"