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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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@ -29,7 +29,7 @@
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#include "materials/materialManager.h"
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#include "terrain/terrFeatureTypes.h"
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#include "terrain/terrMaterial.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "shaderGen/shaderGen.h"
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#include "shaderGen/featureMgr.h"
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#include "scene/sceneRenderState.h"
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@ -71,7 +71,7 @@ const Vector<String> TerrainCellMaterial::mSamplerNames = _initSamplerNames();
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TerrainCellMaterial::TerrainCellMaterial()
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: mTerrain( NULL ),
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mCurrPass( 0 ),
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mPrePassMat( NULL ),
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mDeferredMat( NULL ),
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mReflectMat( NULL )
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{
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smAllMaterials.push_back( this );
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@ -79,7 +79,7 @@ TerrainCellMaterial::TerrainCellMaterial()
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TerrainCellMaterial::~TerrainCellMaterial()
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{
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SAFE_DELETE( mPrePassMat );
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SAFE_DELETE( mDeferredMat );
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SAFE_DELETE( mReflectMat );
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smAllMaterials.remove( this );
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}
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@ -219,15 +219,15 @@ void TerrainCellMaterial::setTransformAndEye( const MatrixF &modelXfm,
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}
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}
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TerrainCellMaterial* TerrainCellMaterial::getPrePassMat()
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TerrainCellMaterial* TerrainCellMaterial::getDeferredMat()
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{
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if ( !mPrePassMat )
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if ( !mDeferredMat )
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{
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mPrePassMat = new TerrainCellMaterial();
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mPrePassMat->init( mTerrain, mMaterials, true, false, mMaterials == 0 );
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mDeferredMat = new TerrainCellMaterial();
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mDeferredMat->init( mTerrain, mMaterials, true, false, mMaterials == 0 );
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}
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return mPrePassMat;
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return mDeferredMat;
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}
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TerrainCellMaterial* TerrainCellMaterial::getReflectMat()
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@ -248,7 +248,7 @@ void TerrainCellMaterial::init( TerrainBlock *block,
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bool baseOnly )
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{
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// This isn't allowed for now.
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AssertFatal( !( prePassMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get prepass and reflection in the same material!" );
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AssertFatal( !( prePassMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get deferred and reflection in the same material!" );
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mTerrain = block;
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mMaterials = activeMaterials;
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@ -301,8 +301,8 @@ void TerrainCellMaterial::init( TerrainBlock *block,
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for_each( materials.begin(), materials.end(), delete_pointer() );
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// If we have attached mats then update them too.
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if ( mPrePassMat )
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mPrePassMat->init( mTerrain, mMaterials, true, false, baseOnly );
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if ( mDeferredMat )
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mDeferredMat->init( mTerrain, mMaterials, true, false, baseOnly );
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if ( mReflectMat )
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mReflectMat->init( mTerrain, mMaterials, false, true, baseOnly );
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}
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@ -341,14 +341,14 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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const bool disableParallaxMaps = GFX->getPixelShaderVersion() < 3.0f ||
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MATMGR->getExclusionFeatures().hasFeature( MFT_Parallax );
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// Has advanced lightmap support been enabled for prepass.
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// Has advanced lightmap support been enabled for deferred.
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bool advancedLightmapSupport = false;
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if ( prePassMat )
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{
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// This sucks... but it works.
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AdvancedLightBinManager *lightBin;
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if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
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advancedLightmapSupport = lightBin->MRTLightmapsDuringPrePass();
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advancedLightmapSupport = lightBin->MRTLightmapsDuringDeferred();
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}
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// Loop till we create a valid shader!
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@ -360,7 +360,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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if ( prePassMat )
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{
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features.addFeature( MFT_EyeSpaceDepthOut );
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features.addFeature( MFT_PrePassConditioner );
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features.addFeature( MFT_DeferredConditioner );
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features.addFeature( MFT_DeferredTerrainBaseMap );
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features.addFeature(MFT_isDeferred);
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@ -546,7 +546,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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{
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desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
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// If this is the prepass then we don't want to
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// If this is the deferred then we don't want to
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// write to the last two color channels (where
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// depth is usually encoded).
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//
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@ -558,9 +558,9 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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desc.setColorWrites( true, true, true, false );
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}
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// We write to the zbuffer if this is a prepass
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// material or if the prepass is disabled.
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desc.setZReadWrite( true, !MATMGR->getPrePassEnabled() ||
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// We write to the zbuffer if this is a deferred
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// material or if the deferred is disabled.
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desc.setZReadWrite( true, !MATMGR->getDeferredEnabled() ||
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prePassMat ||
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reflectMat );
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@ -669,10 +669,10 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
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materials->pop_front();
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}
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// If we're doing prepass it requires some
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// If we're doing deferred it requires some
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// special stencil settings for it to work.
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if ( prePassMat )
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desc.addDesc( RenderPrePassMgr::getOpaqueStenciWriteDesc( false ) );
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desc.addDesc( RenderDeferredMgr::getOpaqueStenciWriteDesc( false ) );
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desc.setCullMode( GFXCullCCW );
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pass->stateBlock = GFX->createStateBlock(desc);
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