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https://github.com/TorqueGameEngines/Torque3D.git
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lighting single buffer
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parent
ecef09525a
commit
b0fff30d33
37 changed files with 309 additions and 813 deletions
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@ -119,17 +119,8 @@ AdvancedLightBinManager::AdvancedLightBinManager( AdvancedLightManager *lm /* =
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: RenderBinManager( RIT_LightInfo, 1.0f, 1.0f ),
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mNumLightsCulled(0),
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mLightManager(lm),
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mShadowManager(sm),
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mConditioner(NULL)
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mShadowManager(sm)
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{
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// Create an RGB conditioner
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NamedTexTarget* specLightTarg = NamedTexTarget::find(RenderDeferredMgr::SpecularLightBufferName);
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mConditioner = new AdvancedLightBufferConditioner(lightBufferFormat,
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AdvancedLightBufferConditioner::RGB );
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specLightTarg->setConditioner( mConditioner );
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mMRTLightmapsDuringDeferred = true;
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Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
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@ -143,8 +134,6 @@ AdvancedLightBinManager::~AdvancedLightBinManager()
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{
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_deleteLightMaterials();
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SAFE_DELETE(mConditioner);
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Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
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Con::removeVariableNotify( "$pref::shadows::filterMode", callback );
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Con::removeVariableNotify( "$AL::PSSMDebugRender", callback );
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@ -274,16 +263,8 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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//if ( !_onPreRender( state ) )
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// return;
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//GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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NamedTexTargetRef diffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
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if (diffuseLightingTarget.isNull())
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return;
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NamedTexTargetRef specularLightingTarget = NamedTexTarget::find("specularLighting");
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if (specularLightingTarget.isNull())
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NamedTexTargetRef sceneColorTargetRef = NamedTexTarget::find("AL_FormatToken");
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if (sceneColorTargetRef.isNull())
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return;
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GFXTextureTargetRef lightingTargetRef = GFX->allocRenderToTextureTarget();
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@ -294,13 +275,12 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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//Do a quick pass to update our probes if they're dirty
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PROBEMGR->updateDirtyProbes();
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lightingTargetRef->attachTexture(GFXTextureTarget::Color0, specularLightingTarget->getTexture());
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lightingTargetRef->attachTexture(GFXTextureTarget::Color1, diffuseLightingTarget->getTexture());
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lightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture());
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GFX->pushActiveRenderTarget();
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GFX->setActiveRenderTarget(lightingTargetRef);
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GFX->setViewport(specularLightingTarget->getViewport());
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GFX->setViewport(sceneColorTargetRef->getViewport());
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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@ -415,7 +395,6 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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// Finish up the rendering
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//_onPostRender();
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lightingTargetRef->resolve();
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GFX->popActiveRenderTarget();
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}
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@ -765,9 +744,8 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
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0.0f );
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matParams->setSafe( lightSpotParams, spotParams );
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VectorF lightDir = lightInfo->getDirection();
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matParams->setSafe( lightDirection, lightDir );
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matParams->setSafe( lightDirection, lightInfo->getDirection());
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matParams->setSafe( lightPosition, lightInfo->getPosition());
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}
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// Fall through
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