mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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b052a1f970
commit
af8fbf0e3a
122 changed files with 641 additions and 641 deletions
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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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