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

@ -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);