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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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b052a1f970
commit
af8fbf0e3a
122 changed files with 641 additions and 641 deletions
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@ -22,7 +22,7 @@
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#include "platform/platform.h"
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#include "renderInstance/renderParticleMgr.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneObject.h"
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#include "scene/sceneRenderState.h"
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@ -512,17 +512,17 @@ void RenderParticleMgr::renderParticle(ParticleRenderInst* ri, SceneRenderState*
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GFX->setTexture( mParticleShaderConsts.mSamplerDiffuse->getSamplerRegister(), ri->diffuseTex );
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// Set up the prepass texture.
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if ( mParticleShaderConsts.mPrePassTargetParamsSC->isValid() )
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// Set up the deferred texture.
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if ( mParticleShaderConsts.mDeferredTargetParamsSC->isValid() )
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{
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GFXTextureObject *texObject = mPrepassTarget ? mPrepassTarget->getTexture(0) : NULL;
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GFX->setTexture( mParticleShaderConsts.mSamplerPrePassTex->getSamplerRegister(), texObject );
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GFXTextureObject *texObject = mDeferredTarget ? mDeferredTarget->getTexture(0) : NULL;
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GFX->setTexture( mParticleShaderConsts.mSamplerDeferredTex->getSamplerRegister(), texObject );
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Point4F rtParams( 0.0f, 0.0f, 1.0f, 1.0f );
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if ( texObject )
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ScreenSpace::RenderTargetParameters(texObject->getSize(), mPrepassTarget->getViewport(), rtParams);
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ScreenSpace::RenderTargetParameters(texObject->getSize(), mDeferredTarget->getViewport(), rtParams);
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mPrePassTargetParamsSC, rtParams );
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mDeferredTargetParamsSC, rtParams );
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}
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GFX->setPrimitiveBuffer( *ri->primBuff );
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@ -538,8 +538,8 @@ bool RenderParticleMgr::_initShader()
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// Need depth from pre-pass, so get the macros
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Vector<GFXShaderMacro> macros;
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if ( mPrepassTarget )
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mPrepassTarget->getShaderMacros( ¯os );
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if ( mDeferredTarget )
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mDeferredTarget->getShaderMacros( ¯os );
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// Create particle shader
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if ( !Sim::findObject( "ParticlesShaderData", shaderData ) || !shaderData )
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@ -557,11 +557,11 @@ bool RenderParticleMgr::_initShader()
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mParticleShaderConsts.mAlphaFactorSC = mParticleShader->getShaderConstHandle( "$alphaFactor" );
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mParticleShaderConsts.mAlphaScaleSC = mParticleShader->getShaderConstHandle( "$alphaScale" );
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mParticleShaderConsts.mFSModelViewProjSC = mParticleShader->getShaderConstHandle( "$fsModelViewProj" );
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mParticleShaderConsts.mPrePassTargetParamsSC = mParticleShader->getShaderConstHandle( "$prePassTargetParams" );
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mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$prePassTargetParams" );
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//samplers
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mParticleShaderConsts.mSamplerDiffuse = mParticleShader->getShaderConstHandle("$diffuseMap");
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mParticleShaderConsts.mSamplerPrePassTex = mParticleShader->getShaderConstHandle("$prepassTex");
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mParticleShaderConsts.mSamplerDeferredTex = mParticleShader->getShaderConstHandle("$deferredTex");
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mParticleShaderConsts.mSamplerParaboloidLightMap = mParticleShader->getShaderConstHandle("$paraboloidLightMap");
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}
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@ -596,18 +596,18 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
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return;
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// Hunt for the pre-pass manager/target
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RenderPrePassMgr *prePassBin = NULL;
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RenderDeferredMgr *prePassBin = NULL;
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for( U32 i = 0; i < rpm->getManagerCount(); i++ )
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{
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RenderBinManager *bin = rpm->getManager(i);
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if( bin->getRenderInstType() == RenderPrePassMgr::RIT_PrePass )
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if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
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{
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prePassBin = (RenderPrePassMgr*)bin;
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prePassBin = (RenderDeferredMgr*)bin;
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break;
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}
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}
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// If we found the prepass bin, set this bin to render very shortly afterwards
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// If we found the deferred bin, set this bin to render very shortly afterwards
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// and re-add this render-manager. If there is no pre-pass bin, or it doesn't
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// have a depth-texture, we can't render offscreen.
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mOffscreenRenderEnabled = prePassBin && (prePassBin->getTargetChainLength() > 0);
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@ -619,7 +619,7 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
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}
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// Find the targets we use
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mPrepassTarget = NamedTexTarget::find( "prepass" );
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mDeferredTarget = NamedTexTarget::find( "deferred" );
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mEdgeTarget = NamedTexTarget::find( "edge" );
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// Setup the shader
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@ -668,7 +668,7 @@ GFXStateBlockRef RenderParticleMgr::_getOffscreenStateBlock(ParticleRenderInst *
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d.samplers[0].alphaArg1 = GFXTATexture;
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d.samplers[0].alphaArg2 = GFXTADiffuse;
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// Prepass sampler
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// Deferred sampler
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d.samplers[1] = GFXSamplerStateDesc::getClampPoint();
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mOffscreenBlocks[blendStyle] = GFX->createStateBlock(d);
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@ -701,7 +701,7 @@ GFXStateBlockRef RenderParticleMgr::_getHighResStateBlock(ParticleRenderInst *ri
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d.samplers[0].alphaArg1 = GFXTATexture;
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d.samplers[0].alphaArg2 = GFXTADiffuse;
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// Prepass sampler
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// Deferred sampler
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d.samplers[1] = GFXSamplerStateDesc::getClampPoint();
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mHighResBlocks[blendStyle] = GFX->createStateBlock(d);
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@ -773,7 +773,7 @@ GFXStateBlockRef RenderParticleMgr::_getMixedResStateBlock(ParticleRenderInst *r
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d.samplers[0].alphaArg1 = GFXTATexture;
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d.samplers[0].alphaArg2 = GFXTADiffuse;
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// Prepass sampler
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// Deferred sampler
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d.samplers[1] = GFXSamplerStateDesc::getClampPoint();
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mMixedResBlocks[blendStyle] = GFX->createStateBlock(d);
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