mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Merge branch 'CustomShaderFeaturesPR' of https://github.com/Areloch/Torque3D into alpha40Macwork
# Conflicts: # Engine/source/materials/materialDefinition.cpp # Engine/source/materials/processedFFMaterial.h # Engine/source/materials/processedShaderMaterial.cpp # Engine/source/renderInstance/renderBinManager.cpp # Engine/source/renderInstance/renderGlowMgr.cpp # Engine/source/renderInstance/renderMeshMgr.cpp # Engine/source/renderInstance/renderPassManager.h # Engine/source/renderInstance/renderTranslucentMgr.cpp # Engine/source/shaderGen/customShaderFeature.cpp # Engine/source/shaderGen/customShaderFeature.h
This commit is contained in:
commit
afa52850c3
12 changed files with 110 additions and 72 deletions
|
|
@ -153,33 +153,30 @@ S32 FN_CDECL RenderBinManager::cmpKeyFunc(const void* p1, const void* p2)
|
|||
|
||||
void RenderBinManager::setupSGData(MeshRenderInst *ri, SceneData &data)
|
||||
{
|
||||
PROFILE_SCOPE(RenderBinManager_setupSGData);
|
||||
PROFILE_SCOPE( RenderBinManager_setupSGData );
|
||||
|
||||
// NOTE: We do not reset or clear the scene state
|
||||
// here as the caller has initialized non-RI members
|
||||
// himself and we must preserve them.
|
||||
//
|
||||
// It also saves a bunch of CPU as this is called for
|
||||
// every MeshRenderInst in every pass.
|
||||
// NOTE: We do not reset or clear the scene state
|
||||
// here as the caller has initialized non-RI members
|
||||
// himself and we must preserve them.
|
||||
//
|
||||
// It also saves a bunch of CPU as this is called for
|
||||
// every MeshRenderInst in every pass.
|
||||
|
||||
dMemcpy(data.lights, ri->lights, sizeof(data.lights));
|
||||
data.objTrans = ri->objectToWorld;
|
||||
data.backBuffTex = ri->backBuffTex;
|
||||
data.cubemap = ri->cubemap;
|
||||
data.miscTex = ri->miscTex;
|
||||
data.reflectTex = ri->reflectTex;
|
||||
data.accuTex = ri->accuTex;
|
||||
data.lightmap = ri->lightmap;
|
||||
data.visibility = ri->visibility;
|
||||
data.materialHint = ri->materialHint;
|
||||
|
||||
data.customShaderData.clear();
|
||||
for (U32 i = 0; i < ri->mCustomShaderData.size(); i++)
|
||||
{
|
||||
data.customShaderData.push_back(&ri->mCustomShaderData[i]);
|
||||
}
|
||||
|
||||
bool bl = true;
|
||||
dMemcpy( data.lights, ri->lights, sizeof( data.lights ) );
|
||||
data.objTrans = ri->objectToWorld;
|
||||
data.backBuffTex = ri->backBuffTex;
|
||||
data.cubemap = ri->cubemap;
|
||||
data.miscTex = ri->miscTex;
|
||||
data.reflectTex = ri->reflectTex;
|
||||
data.accuTex = ri->accuTex;
|
||||
data.lightmap = ri->lightmap;
|
||||
data.visibility = ri->visibility;
|
||||
data.materialHint = ri->materialHint;
|
||||
data.customShaderData.clear();
|
||||
for (U32 i = 0; i < ri->mCustomShaderData.size(); i++)
|
||||
{
|
||||
data.customShaderData.push_back(&ri->mCustomShaderData[i]);
|
||||
}
|
||||
}
|
||||
|
||||
DefineEngineMethod( RenderBinManager, getBinType, const char*, (),,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue