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

@ -406,9 +406,9 @@ ShaderFeature::Resources ParallaxFeatHLSL::getResources( const MaterialFeatureDa
// We add the outViewTS to the outputstructure.
res.numTexReg = 1;
// If this isn't a prepass then we will be
// If this isn't a deferred then we will be
// creating the normal map here.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
res.numTex = 1;
return res;

View file

@ -108,7 +108,7 @@ void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
// If there isn't an output conditioner for the pre-pass, than just write
// out the depth to rgba and return.
if( !fd.features[MFT_PrePassConditioner] )
if( !fd.features[MFT_DeferredConditioner] )
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@.rrr,1)", depthOut ), Material::None ) ) );
output = meta;

View file

@ -991,7 +991,7 @@ void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
// To dump out UV coords...
//#define DEBUG_ATLASED_UV_COORDS
#ifdef DEBUG_ATLASED_UV_COORDS
if(!fd.features[MFT_PrePassConditioner])
if(!fd.features[MFT_DeferredConditioner])
{
meta->addStatement(new GenOp(" @ = float4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
meta->addStatement(new GenOp(" @; return OUT;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
@ -1347,7 +1347,7 @@ void LightmapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
bool bPreProcessedLighting = false;
AdvancedLightBinManager *lightBin;
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
// Lightmap has already been included in the advanced light bin, so
// no need to do any sampling or anything
@ -1497,7 +1497,7 @@ void TonemapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
bool bPreProcessedLighting = false;
AdvancedLightBinManager *lightBin;
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
// Add in the realtime lighting contribution
if ( fd.features[MFT_RTLighting] )
@ -1652,7 +1652,7 @@ void VertLitHLSL::processPix( Vector<ShaderComponent*> &componentList,
bool bPreProcessedLighting = false;
AdvancedLightBinManager *lightBin;
if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
// Assign value in d_lightcolor to toneMapColor if it exists. This is
// the dynamic light buffer, and it already has the baked-vertex-color

View file

@ -94,7 +94,7 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_ParticleNormal, new ParticleNormalFeatureHLSL );
FEATUREMGR->registerFeature( MFT_InterlacedPrePass, new NamedFeatureHLSL( "Interlaced Pre Pass" ) );
FEATUREMGR->registerFeature( MFT_InterlacedDeferred, new NamedFeatureHLSL( "Interlaced Pre Pass" ) );
FEATUREMGR->registerFeature( MFT_ForwardShading, new NamedFeatureHLSL( "Forward Shaded Material" ) );