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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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Engine/source/renderInstance/renderDeferredMgr.h
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Engine/source/renderInstance/renderDeferredMgr.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PREPASS_MGR_H_
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#define _PREPASS_MGR_H_
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#include "renderInstance/renderTexTargetBinManager.h"
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#include "materials/matInstance.h"
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#include "materials/processedShaderMaterial.h"
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#include "shaderGen/conditionerFeature.h"
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#include "core/util/autoPtr.h"
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// Forward declare
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class DeferredMatInstance;
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// This render manager renders opaque objects to the z-buffer as a z-fill pass.
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// It can optionally accumulate data from this opaque render pass into a render
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// target for later use.
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class RenderDeferredMgr : public RenderTexTargetBinManager
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{
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typedef RenderTexTargetBinManager Parent;
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public:
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// registered buffer name
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static const String BufferName;
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// andremwac: Deferred Rendering
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static const String ColorBufferName;
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static const String MatInfoBufferName;
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// Generic Deferred Render Instance Type
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static const RenderInstType RIT_Deferred;
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RenderDeferredMgr( bool gatherDepth = true,
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GFXFormat format = GFXFormatR16G16B16A16 );
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virtual ~RenderDeferredMgr();
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virtual void setDeferredMaterial( DeferredMatInstance *mat );
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// RenderBinManager interface
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virtual void render(SceneRenderState * state);
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virtual void sort();
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virtual void clear();
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virtual void addElement( RenderInst *inst );
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// ConsoleObject
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DECLARE_CONOBJECT(RenderDeferredMgr);
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typedef Signal<void(const SceneRenderState*, RenderDeferredMgr*, bool)> RenderSignal;
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static RenderSignal& getRenderSignal();
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static const U32 OpaqueStaticLitMask = BIT(1); ///< Stencil mask for opaque, lightmapped pixels
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static const U32 OpaqueDynamicLitMask = BIT(0); ///< Stencil mask for opaque, dynamic lit pixels
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static const GFXStateBlockDesc &getOpaqueStencilTestDesc();
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static const GFXStateBlockDesc &getOpaqueStenciWriteDesc(bool lightmappedGeometry = true);
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virtual bool setTargetSize(const Point2I &newTargetSize);
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inline BaseMatInstance* getDeferredMaterial( BaseMatInstance *mat );
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protected:
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/// The terrain render instance elements.
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Vector< MainSortElem > mTerrainElementList;
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/// The object render instance elements.
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Vector< MainSortElem > mObjectElementList;
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DeferredMatInstance *mDeferredMatInstance;
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virtual void _registerFeatures();
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virtual void _unregisterFeatures();
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virtual bool _updateTargets();
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virtual void _createDeferredMaterial();
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bool _lightManagerActivate(bool active);
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// Deferred Shading
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GFXVertexBufferHandle<GFXVertexPC> mClearGBufferVerts;
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GFXShaderRef mClearGBufferShader;
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GFXStateBlockRef mStateblock;
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NamedTexTarget mColorTarget;
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NamedTexTarget mMatInfoTarget;
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GFXTexHandle mColorTex;
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GFXTexHandle mMatInfoTex;
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GFXShaderConstBufferRef mShaderConsts;
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GFXShaderConstHandle *mSpecularStrengthSC;
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GFXShaderConstHandle *mSpecularPowerSC;
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public:
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void clearBuffers();
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void _initShaders();
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};
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//------------------------------------------------------------------------------
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class ProcessedDeferredMaterial : public ProcessedShaderMaterial
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{
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typedef ProcessedShaderMaterial Parent;
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public:
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ProcessedDeferredMaterial(Material& mat, const RenderDeferredMgr *prePassMgr);
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virtual U32 getNumStages();
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virtual void addStateBlockDesc(const GFXStateBlockDesc& desc);
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protected:
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virtual void _determineFeatures( U32 stageNum, MaterialFeatureData &fd, const FeatureSet &features );
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const RenderDeferredMgr *mDeferredMgr;
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bool mIsLightmappedGeometry;
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};
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//------------------------------------------------------------------------------
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class DeferredMatInstance : public MatInstance
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{
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typedef MatInstance Parent;
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public:
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DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *prePassMgr);
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virtual ~DeferredMatInstance();
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bool init()
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{
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return init( mFeatureList, mVertexFormat );
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}
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// MatInstance
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virtual bool init( const FeatureSet &features,
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const GFXVertexFormat *vertexFormat );
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protected:
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virtual ProcessedMaterial* getShaderMaterial();
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const RenderDeferredMgr *mDeferredMgr;
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};
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//------------------------------------------------------------------------------
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class DeferredMatInstanceHook : public MatInstanceHook
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{
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public:
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DeferredMatInstanceHook(MatInstance *baseMatInst, const RenderDeferredMgr *prePassMgr);
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virtual ~DeferredMatInstanceHook();
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virtual DeferredMatInstance *getDeferredMatInstance() { return mHookedDeferredMatInst; }
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virtual const MatInstanceHookType& getType() const { return Type; }
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/// The type for deferred material hooks.
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static const MatInstanceHookType Type;
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protected:
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DeferredMatInstance *mHookedDeferredMatInst;
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const RenderDeferredMgr *mDeferredManager;
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};
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//------------------------------------------------------------------------------
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// A very simple, default depth conditioner feature
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class LinearEyeDepthConditioner : public ConditionerFeature
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{
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typedef ConditionerFeature Parent;
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public:
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LinearEyeDepthConditioner(const GFXFormat bufferFormat)
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: Parent(bufferFormat)
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{
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}
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virtual String getName()
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{
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return "Linear Eye-Space Depth Conditioner";
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}
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virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
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protected:
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virtual Var *_conditionOutput( Var *unconditionedOutput, MultiLine *meta );
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virtual Var *_unconditionInput( Var *conditionedInput, MultiLine *meta );
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virtual Var *printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
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};
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inline BaseMatInstance* RenderDeferredMgr::getDeferredMaterial( BaseMatInstance *mat )
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{
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DeferredMatInstanceHook *hook = static_cast<DeferredMatInstanceHook*>( mat->getHook( DeferredMatInstanceHook::Type ) );
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if ( !hook )
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{
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hook = new DeferredMatInstanceHook( static_cast<MatInstance*>( mat ), this );
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mat->addHook( hook );
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}
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return hook->getDeferredMatInstance();
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}
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#endif // _PREPASS_MGR_H_
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