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;