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Core implementation of Physical Based Rendering.
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148 changed files with 4464 additions and 1016 deletions
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@ -41,8 +41,8 @@
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#include "math/util/matrixSet.h"
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#include "console/consoleTypes.h"
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const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "LightInfo" );
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const String AdvancedLightBinManager::smBufferName( "lightinfo" );
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const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "directLighting" );
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const String AdvancedLightBinManager::smBufferName( "directLighting" );
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ShadowFilterMode AdvancedLightBinManager::smShadowFilterMode = ShadowFilterMode_SoftShadowHighQuality;
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bool AdvancedLightBinManager::smPSSMDebugRender = false;
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@ -130,7 +130,7 @@ AdvancedLightBinManager::AdvancedLightBinManager( AdvancedLightManager *lm /* =
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// We want a full-resolution buffer
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mTargetSizeType = RenderTexTargetBinManager::WindowSize;
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mMRTLightmapsDuringDeferred = false;
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mMRTLightmapsDuringDeferred = true;
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Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
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Con::addVariableNotify( "$pref::Shadows::filterMode", callback );
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@ -252,9 +252,7 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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if ( !_onPreRender( state ) )
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return;
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// Clear as long as there isn't MRT population of light buffer with lightmap data
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if ( !MRTLightmapsDuringDeferred() )
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GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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