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https://github.com/TorqueGameEngines/Torque3D.git
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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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122 changed files with 641 additions and 641 deletions
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@ -39,7 +39,7 @@
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#include "materials/materialFeatureTypes.h"
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#include "math/util/frustum.h"
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#include "scene/sceneObject.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/HLSL/shaderFeatureHLSL.h"
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#include "shaderGen/HLSL/bumpHLSL.h"
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@ -184,8 +184,8 @@ void BasicLightManager::activate( SceneManager *sceneManager )
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FEATUREMGR->unregisterFeature( MFT_MinnaertShading );
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FEATUREMGR->unregisterFeature( MFT_SubSurface );
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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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/*
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// If you would like to use forward shading, and have a linear depth pre-pass
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@ -204,19 +204,19 @@ void BasicLightManager::activate( SceneManager *sceneManager )
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// Uncomment this for a no-color-write z-fill pass.
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//linearDepthFormat = GFXFormat_COUNT;
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prePassBin = new RenderPrePassMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
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prePassBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
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prePassBin->registerObject();
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rpm->addManager( prePassBin );
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}
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*/
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mPrePassRenderBin = prePassBin;
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mDeferredRenderBin = prePassBin;
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// If there is a prepass bin
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MATMGR->setPrePassEnabled( mPrePassRenderBin.isValid() );
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sceneManager->setPostEffectFog( mPrePassRenderBin.isValid() && mPrePassRenderBin->getTargetChainLength() > 0 );
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// If there is a deferred bin
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MATMGR->setDeferredEnabled( mDeferredRenderBin.isValid() );
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sceneManager->setPostEffectFog( mDeferredRenderBin.isValid() && mDeferredRenderBin->getTargetChainLength() > 0 );
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// Tell the material manager that we don't use prepass.
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MATMGR->setPrePassEnabled( false );
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// Tell the material manager that we don't use deferred.
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MATMGR->setDeferredEnabled( false );
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GFXShader::addGlobalMacro( "TORQUE_BASIC_LIGHTING" );
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@ -241,9 +241,9 @@ void BasicLightManager::deactivate()
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}
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mConstantLookup.clear();
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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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GFXShader::removeGlobalMacro( "TORQUE_BASIC_LIGHTING" );
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@ -41,7 +41,7 @@
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class AvailableSLInterfaces;
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class GFXShaderConstHandle;
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class RenderPrePassMgr;
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class RenderDeferredMgr;
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class PlatformTimer;
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class blTerrainSystem;
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@ -77,7 +77,7 @@ protected:
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BasicLightManager();
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virtual ~BasicLightManager();
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SimObjectPtr<RenderPrePassMgr> mPrePassRenderBin;
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SimObjectPtr<RenderDeferredMgr> mDeferredRenderBin;
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struct LightingShaderConstants
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{
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