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

@ -22,7 +22,7 @@
#include "platform/platform.h"
#include "renderInstance/renderParticleMgr.h"
#include "renderInstance/renderPrePassMgr.h"
#include "renderInstance/renderDeferredMgr.h"
#include "scene/sceneManager.h"
#include "scene/sceneObject.h"
#include "scene/sceneRenderState.h"
@ -512,17 +512,17 @@ void RenderParticleMgr::renderParticle(ParticleRenderInst* ri, SceneRenderState*
GFX->setTexture( mParticleShaderConsts.mSamplerDiffuse->getSamplerRegister(), ri->diffuseTex );
// Set up the prepass texture.
if ( mParticleShaderConsts.mPrePassTargetParamsSC->isValid() )
// Set up the deferred texture.
if ( mParticleShaderConsts.mDeferredTargetParamsSC->isValid() )
{
GFXTextureObject *texObject = mPrepassTarget ? mPrepassTarget->getTexture(0) : NULL;
GFX->setTexture( mParticleShaderConsts.mSamplerPrePassTex->getSamplerRegister(), texObject );
GFXTextureObject *texObject = mDeferredTarget ? mDeferredTarget->getTexture(0) : NULL;
GFX->setTexture( mParticleShaderConsts.mSamplerDeferredTex->getSamplerRegister(), texObject );
Point4F rtParams( 0.0f, 0.0f, 1.0f, 1.0f );
if ( texObject )
ScreenSpace::RenderTargetParameters(texObject->getSize(), mPrepassTarget->getViewport(), rtParams);
ScreenSpace::RenderTargetParameters(texObject->getSize(), mDeferredTarget->getViewport(), rtParams);
mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mPrePassTargetParamsSC, rtParams );
mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mDeferredTargetParamsSC, rtParams );
}
GFX->setPrimitiveBuffer( *ri->primBuff );
@ -538,8 +538,8 @@ bool RenderParticleMgr::_initShader()
// Need depth from pre-pass, so get the macros
Vector<GFXShaderMacro> macros;
if ( mPrepassTarget )
mPrepassTarget->getShaderMacros( &macros );
if ( mDeferredTarget )
mDeferredTarget->getShaderMacros( &macros );
// Create particle shader
if ( !Sim::findObject( "ParticlesShaderData", shaderData ) || !shaderData )
@ -557,11 +557,11 @@ bool RenderParticleMgr::_initShader()
mParticleShaderConsts.mAlphaFactorSC = mParticleShader->getShaderConstHandle( "$alphaFactor" );
mParticleShaderConsts.mAlphaScaleSC = mParticleShader->getShaderConstHandle( "$alphaScale" );
mParticleShaderConsts.mFSModelViewProjSC = mParticleShader->getShaderConstHandle( "$fsModelViewProj" );
mParticleShaderConsts.mPrePassTargetParamsSC = mParticleShader->getShaderConstHandle( "$prePassTargetParams" );
mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$prePassTargetParams" );
//samplers
mParticleShaderConsts.mSamplerDiffuse = mParticleShader->getShaderConstHandle("$diffuseMap");
mParticleShaderConsts.mSamplerPrePassTex = mParticleShader->getShaderConstHandle("$prepassTex");
mParticleShaderConsts.mSamplerDeferredTex = mParticleShader->getShaderConstHandle("$deferredTex");
mParticleShaderConsts.mSamplerParaboloidLightMap = mParticleShader->getShaderConstHandle("$paraboloidLightMap");
}
@ -596,18 +596,18 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
return;
// Hunt for the pre-pass manager/target
RenderPrePassMgr *prePassBin = NULL;
RenderDeferredMgr *prePassBin = NULL;
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
{
RenderBinManager *bin = rpm->getManager(i);
if( bin->getRenderInstType() == RenderPrePassMgr::RIT_PrePass )
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
{
prePassBin = (RenderPrePassMgr*)bin;
prePassBin = (RenderDeferredMgr*)bin;
break;
}
}
// If we found the prepass bin, set this bin to render very shortly afterwards
// If we found the deferred bin, set this bin to render very shortly afterwards
// and re-add this render-manager. If there is no pre-pass bin, or it doesn't
// have a depth-texture, we can't render offscreen.
mOffscreenRenderEnabled = prePassBin && (prePassBin->getTargetChainLength() > 0);
@ -619,7 +619,7 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
}
// Find the targets we use
mPrepassTarget = NamedTexTarget::find( "prepass" );
mDeferredTarget = NamedTexTarget::find( "deferred" );
mEdgeTarget = NamedTexTarget::find( "edge" );
// Setup the shader
@ -668,7 +668,7 @@ GFXStateBlockRef RenderParticleMgr::_getOffscreenStateBlock(ParticleRenderInst *
d.samplers[0].alphaArg1 = GFXTATexture;
d.samplers[0].alphaArg2 = GFXTADiffuse;
// Prepass sampler
// Deferred sampler
d.samplers[1] = GFXSamplerStateDesc::getClampPoint();
mOffscreenBlocks[blendStyle] = GFX->createStateBlock(d);
@ -701,7 +701,7 @@ GFXStateBlockRef RenderParticleMgr::_getHighResStateBlock(ParticleRenderInst *ri
d.samplers[0].alphaArg1 = GFXTATexture;
d.samplers[0].alphaArg2 = GFXTADiffuse;
// Prepass sampler
// Deferred sampler
d.samplers[1] = GFXSamplerStateDesc::getClampPoint();
mHighResBlocks[blendStyle] = GFX->createStateBlock(d);
@ -773,7 +773,7 @@ GFXStateBlockRef RenderParticleMgr::_getMixedResStateBlock(ParticleRenderInst *r
d.samplers[0].alphaArg1 = GFXTATexture;
d.samplers[0].alphaArg2 = GFXTADiffuse;
// Prepass sampler
// Deferred sampler
d.samplers[1] = GFXSamplerStateDesc::getClampPoint();
mMixedResBlocks[blendStyle] = GFX->createStateBlock(d);