Implementation of reflection and skylight probes.

Moves lighting math to the diffuse/specular two-channel logic.
This commit is contained in:
Areloch 2018-09-16 22:15:07 -05:00
parent 1f7cf55204
commit b19a4b22c8
102 changed files with 12346 additions and 1911 deletions

View file

@ -90,6 +90,9 @@ public:
// registered buffer name
static const String smBufferName;
NamedTexTargetRef mDiffuseLightingTarget;
GFXTexHandle mDiffuseLightingTex;
/// The shadow filter mode to use on shadowed light materials.
static ShadowFilterMode smShadowFilterMode;
@ -128,6 +131,7 @@ public:
bool MRTLightmapsDuringDeferred() const { return mMRTLightmapsDuringDeferred; }
void MRTLightmapsDuringDeferred(bool val);
bool _updateTargets();
typedef Signal<void(SceneRenderState *, AdvancedLightBinManager *)> RenderSignal;
static RenderSignal &getRenderSignal();