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

@ -29,7 +29,7 @@
#include "lighting/shadowMap/shadowMapPass.h"
#include "lighting/shadowMap/lightShadowMap.h"
#include "lighting/common/lightMapParams.h"
#include "renderInstance/renderPrePassMgr.h"
#include "renderInstance/renderDeferredMgr.h"
#include "gfx/gfxTransformSaver.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
@ -130,7 +130,7 @@ AdvancedLightBinManager::AdvancedLightBinManager( AdvancedLightManager *lm /* =
// We want a full-resolution buffer
mTargetSizeType = RenderTexTargetBinManager::WindowSize;
mMRTLightmapsDuringPrePass = false;
mMRTLightmapsDuringDeferred = false;
Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
Con::addVariableNotify( "$pref::Shadows::filterMode", callback );
@ -253,7 +253,7 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
return;
// Clear as long as there isn't MRT population of light buffer with lightmap data
if ( !MRTLightmapsDuringPrePass() )
if ( !MRTLightmapsDuringDeferred() )
GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
// Restore transforms
@ -550,23 +550,23 @@ void AdvancedLightBinManager::setupSGData( SceneData &data, const SceneRenderSta
}
}
void AdvancedLightBinManager::MRTLightmapsDuringPrePass( bool val )
void AdvancedLightBinManager::MRTLightmapsDuringDeferred( bool val )
{
// Do not enable if the GFX device can't do MRT's
if ( GFX->getNumRenderTargets() < 2 )
val = false;
if ( mMRTLightmapsDuringPrePass != val )
if ( mMRTLightmapsDuringDeferred != val )
{
mMRTLightmapsDuringPrePass = val;
mMRTLightmapsDuringDeferred = val;
// Reload materials to cause a feature recalculation on prepass materials
// Reload materials to cause a feature recalculation on deferred materials
if(mLightManager->isActive())
MATMGR->flushAndReInitInstances();
RenderPrePassMgr *prepass;
if ( Sim::findObject( "AL_PrePassBin", prepass ) && prepass->getTargetTexture( 0 ) )
prepass->updateTargets();
RenderDeferredMgr *deferred;
if ( Sim::findObject( "AL_DeferredBin", deferred ) && deferred->getTargetTexture( 0 ) )
deferred->updateTargets();
}
}
@ -834,21 +834,21 @@ bool LightMatInstance::init( const FeatureSet &features, const GFXVertexFormat *
// in the same way.
litState.separateAlphaBlendDefined = true;
litState.separateAlphaBlendEnable = false;
litState.stencilMask = RenderPrePassMgr::OpaqueDynamicLitMask | RenderPrePassMgr::OpaqueStaticLitMask;
litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask | RenderDeferredMgr::OpaqueStaticLitMask;
mLitState[DynamicLight] = GFX->createStateBlock(litState);
// StaticLightNonLMGeometry State: This will treat non-lightmapped geometry
// in the usual way, but will not effect lightmapped geometry.
litState.separateAlphaBlendDefined = true;
litState.separateAlphaBlendEnable = false;
litState.stencilMask = RenderPrePassMgr::OpaqueDynamicLitMask;
litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask;
mLitState[StaticLightNonLMGeometry] = GFX->createStateBlock(litState);
// StaticLightLMGeometry State: This will add specular information (alpha) but
// multiply-darken color information.
litState.blendDest = GFXBlendSrcColor;
litState.blendSrc = GFXBlendZero;
litState.stencilMask = RenderPrePassMgr::OpaqueStaticLitMask;
litState.stencilMask = RenderDeferredMgr::OpaqueStaticLitMask;
litState.separateAlphaBlendDefined = true;
litState.separateAlphaBlendEnable = true;
litState.separateAlphaBlendSrc = GFXBlendOne;

View file

@ -121,8 +121,8 @@ public:
// ConsoleObject interface
DECLARE_CONOBJECT(AdvancedLightBinManager);
bool MRTLightmapsDuringPrePass() const { return mMRTLightmapsDuringPrePass; }
void MRTLightmapsDuringPrePass(bool val);
bool MRTLightmapsDuringDeferred() const { return mMRTLightmapsDuringDeferred; }
void MRTLightmapsDuringDeferred(bool val);
typedef Signal<void(SceneRenderState *, AdvancedLightBinManager *)> RenderSignal;
@ -195,7 +195,7 @@ protected:
Vector<LightBinEntry> mLightBin;
typedef Vector<LightBinEntry>::iterator LightBinIterator;
bool mMRTLightmapsDuringPrePass;
bool mMRTLightmapsDuringDeferred;
/// Used in setupSGData to set the object transform.
MatrixF mLightMat;

View file

@ -30,7 +30,7 @@
#include "lighting/common/sceneLighting.h"
#include "lighting/common/lightMapParams.h"
#include "core/util/safeDelete.h"
#include "renderInstance/renderPrePassMgr.h"
#include "renderInstance/renderDeferredMgr.h"
#include "materials/materialManager.h"
#include "math/util/sphereMesh.h"
#include "console/consoleTypes.h"
@ -115,27 +115,27 @@ void AdvancedLightManager::activate( SceneManager *sceneManager )
mLightBinManager = new AdvancedLightBinManager( this, SHADOWMGR, blendTargetFormat );
mLightBinManager->assignName( "AL_LightBinMgr" );
// First look for the prepass bin...
RenderPrePassMgr *prePassBin = _findPrePassRenderBin();
// First look for the deferred bin...
RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
// If we didn't find the prepass bin then add one.
// If we didn't find the deferred bin then add one.
if ( !prePassBin )
{
prePassBin = new RenderPrePassMgr( true, blendTargetFormat );
prePassBin->assignName( "AL_PrePassBin" );
prePassBin = new RenderDeferredMgr( true, blendTargetFormat );
prePassBin->assignName( "AL_DeferredBin" );
prePassBin->registerObject();
getSceneManager()->getDefaultRenderPass()->addManager( prePassBin );
mPrePassRenderBin = prePassBin;
mDeferredRenderBin = prePassBin;
}
// Tell the material manager that prepass is enabled.
MATMGR->setPrePassEnabled( true );
// Tell the material manager that deferred is enabled.
MATMGR->setDeferredEnabled( true );
// Insert our light bin manager.
mLightBinManager->setRenderOrder( prePassBin->getRenderOrder() + 0.01f );
getSceneManager()->getDefaultRenderPass()->addManager( mLightBinManager );
AdvancedLightingFeatures::registerFeatures(mPrePassRenderBin->getTargetFormat(), mLightBinManager->getTargetFormat());
AdvancedLightingFeatures::registerFeatures(mDeferredRenderBin->getTargetFormat(), mLightBinManager->getTargetFormat());
// Last thing... let everyone know we're active.
smActivateSignal.trigger( getId(), true );
@ -151,14 +151,14 @@ void AdvancedLightManager::deactivate()
// removing itself from the render passes.
if( mLightBinManager )
{
mLightBinManager->MRTLightmapsDuringPrePass(false);
mLightBinManager->MRTLightmapsDuringDeferred(false);
mLightBinManager->deleteObject();
}
mLightBinManager = NULL;
if ( mPrePassRenderBin )
mPrePassRenderBin->deleteObject();
mPrePassRenderBin = NULL;
if ( mDeferredRenderBin )
mDeferredRenderBin->deleteObject();
mDeferredRenderBin = NULL;
SHADOWMGR->deactivate();
@ -348,8 +348,8 @@ void AdvancedLightManager::setLightInfo( ProcessedMaterial *pmat,
U32 pass,
GFXShaderConstBuffer *shaderConsts)
{
// Skip this if we're rendering from the prepass bin.
if ( sgData.binType == SceneData::PrePassBin )
// Skip this if we're rendering from the deferred bin.
if ( sgData.binType == SceneData::DeferredBin )
return;
PROFILE_SCOPE(AdvancedLightManager_setLightInfo);

View file

@ -54,7 +54,7 @@
class AvailableSLInterfaces;
class AdvancedLightBinManager;
class RenderPrePassMgr;
class RenderDeferredMgr;
class BaseMatInstance;
class MaterialParameters;
class MaterialParameterHandle;
@ -115,7 +115,7 @@ protected:
SimObjectPtr<AdvancedLightBinManager> mLightBinManager;
SimObjectPtr<RenderPrePassMgr> mPrePassRenderBin;
SimObjectPtr<RenderDeferredMgr> mDeferredRenderBin;
LightConstantMap mConstantLookup;

View file

@ -44,7 +44,7 @@
bool AdvancedLightingFeatures::smFeaturesRegistered = false;
void AdvancedLightingFeatures::registerFeatures( const GFXFormat &prepassTargetFormat, const GFXFormat &lightInfoTargetFormat )
void AdvancedLightingFeatures::registerFeatures( const GFXFormat &deferredTargetFormat, const GFXFormat &lightInfoTargetFormat )
{
AssertFatal( !smFeaturesRegistered, "AdvancedLightingFeatures::registerFeatures() - Features already registered. Bad!" );
@ -56,8 +56,8 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &prepassTargetF
if(GFX->getAdapterType() == OpenGL)
{
#if defined( TORQUE_OPENGL )
cond = new GBufferConditionerGLSL( prepassTargetFormat, GBufferConditionerGLSL::ViewSpace );
FEATUREMGR->registerFeature(MFT_PrePassConditioner, cond);
cond = new GBufferConditionerGLSL( deferredTargetFormat, GBufferConditionerGLSL::ViewSpace );
FEATUREMGR->registerFeature(MFT_DeferredConditioner, cond);
FEATUREMGR->registerFeature(MFT_RTLighting, new DeferredRTLightingFeatGLSL());
FEATUREMGR->registerFeature(MFT_NormalMap, new DeferredBumpFeatGLSL());
FEATUREMGR->registerFeature(MFT_PixSpecular, new DeferredPixelSpecularGLSL());
@ -68,8 +68,8 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &prepassTargetF
else
{
#if defined( TORQUE_OS_WIN )
cond = new GBufferConditionerHLSL( prepassTargetFormat, GBufferConditionerHLSL::ViewSpace );
FEATUREMGR->registerFeature(MFT_PrePassConditioner, cond);
cond = new GBufferConditionerHLSL( deferredTargetFormat, GBufferConditionerHLSL::ViewSpace );
FEATUREMGR->registerFeature(MFT_DeferredConditioner, cond);
FEATUREMGR->registerFeature(MFT_RTLighting, new DeferredRTLightingFeatHLSL());
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);

View file

@ -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:

View file

@ -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> &macros,
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 ) ) );

View file

@ -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;

View file

@ -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"

View file

@ -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

View file

@ -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> &macros,
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 ) );

View file

@ -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;

View file

@ -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"

View file

@ -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

View file

@ -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" );

View file

@ -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
{

View file

@ -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;
}
}

View file

@ -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.

View file

@ -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 );

View file

@ -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;

View file

@ -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 );