mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-27 18:43:48 +00:00
Reduce innecesary changes on Render Target textures.
This commit is contained in:
parent
c354f59b72
commit
c0b2e6536b
7 changed files with 29 additions and 9 deletions
|
|
@ -59,6 +59,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
|
|||
mShadowMapTex.set( mTexSize * 2, mTexSize,
|
||||
ShadowMapFormat, &ShadowMapProfile,
|
||||
"DualParaboloidLightShadowMap" );
|
||||
mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
|
||||
}
|
||||
|
||||
GFXFrustumSaver frustSaver;
|
||||
|
|
@ -68,8 +69,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
|
|||
GFX->pushActiveRenderTarget();
|
||||
|
||||
mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
|
||||
mTarget->attachTexture( GFXTextureTarget::DepthStencil,
|
||||
_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
|
||||
mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
|
||||
GFX->setActiveRenderTarget(mTarget);
|
||||
GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 1.0f, 0);
|
||||
|
||||
|
|
|
|||
|
|
@ -259,6 +259,7 @@ protected:
|
|||
GFXTextureTargetRef mTarget;
|
||||
U32 mTexSize;
|
||||
GFXTexHandle mShadowMapTex;
|
||||
GFXTexHandle mShadowMapDepth;
|
||||
|
||||
// The light we are rendering.
|
||||
LightInfo *mLight;
|
||||
|
|
|
|||
|
|
@ -204,7 +204,10 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
|
|||
if ( mShadowMapTex.isNull() ||
|
||||
mNumSplits != params->numSplits ||
|
||||
mTexSize != texSize )
|
||||
{
|
||||
_setNumSplits( params->numSplits, texSize );
|
||||
mShadowMapDepth = _getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() );
|
||||
}
|
||||
mLogWeight = params->logWeight;
|
||||
|
||||
Frustum fullFrustum( diffuseState->getCameraFrustum() );
|
||||
|
|
@ -216,8 +219,7 @@ void PSSMLightShadowMap::_render( RenderPassManager* renderPass,
|
|||
// Set our render target
|
||||
GFX->pushActiveRenderTarget();
|
||||
mTarget->attachTexture( GFXTextureTarget::Color0, mShadowMapTex );
|
||||
mTarget->attachTexture( GFXTextureTarget::DepthStencil,
|
||||
_getDepthTarget( mShadowMapTex->getWidth(), mShadowMapTex->getHeight() ) );
|
||||
mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
|
||||
GFX->setActiveRenderTarget( mTarget );
|
||||
GFX->clear( GFXClearStencil | GFXClearZBuffer | GFXClearTarget, ColorI(255,255,255), 1.0f, 0 );
|
||||
|
||||
|
|
|
|||
|
|
@ -218,24 +218,35 @@ void RenderFormatToken::_updateTargets()
|
|||
// Update color target
|
||||
if(mColorFormat != GFXFormat_COUNT)
|
||||
{
|
||||
// try reuse of old color texture
|
||||
if( !mTargetColorTexture[i] || mTargetColorTexture[i].getFormat() != mColorFormat
|
||||
|| mTargetColorTexture[i].getWidthHeight() != rtSize)
|
||||
{
|
||||
mTargetColorTexture[i].set( rtSize.x, rtSize.y, mColorFormat,
|
||||
&GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
|
||||
1, mTargetAALevel );
|
||||
mTargetChain[i]->attachTexture( GFXTextureTarget::Color0, mTargetColorTexture[i] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
mTargetChain[i]->attachTexture( GFXTextureTarget::Color0, mTargetColorTexture[i] );
|
||||
|
||||
|
||||
// Update depth target
|
||||
if(mDepthFormat != GFXFormat_COUNT)
|
||||
{
|
||||
// try reuse of old depth texture
|
||||
if( !mTargetDepthStencilTexture[i] || mTargetDepthStencilTexture[i].getFormat() != mColorFormat
|
||||
|| mTargetDepthStencilTexture[i].getWidthHeight() != rtSize)
|
||||
{
|
||||
mTargetDepthStencilTexture[i].set( rtSize.x, rtSize.y, mDepthFormat,
|
||||
&GFXDefaultZTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
|
||||
1, mTargetAALevel );
|
||||
mTargetChain[i]->attachTexture( GFXTextureTarget::DepthStencil, mTargetDepthStencilTexture[i] );
|
||||
}
|
||||
}
|
||||
|
||||
mTargetChain[i]->attachTexture( GFXTextureTarget::DepthStencil, mTargetDepthStencilTexture[i] );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -166,11 +166,16 @@ bool RenderTexTargetBinManager::_updateTargets()
|
|||
|
||||
for( U32 j = 0; j < mNumRenderTargets; j++ )
|
||||
{
|
||||
// try reuse of old color texture
|
||||
if( mTargetChainTextures[i][j].getWidthHeight() != mTargetSize
|
||||
|| mTargetChainTextures[i][j].getFormat() != mTargetFormat)
|
||||
{
|
||||
ret &= mTargetChainTextures[i][j].set( mTargetSize.x, mTargetSize.y, mTargetFormat,
|
||||
&GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
|
||||
1, GFXTextureManager::AA_MATCH_BACKBUFFER );
|
||||
|
||||
mTargetChain[i]->attachTexture( GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + j), mTargetChainTextures[i][j] );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -539,9 +539,10 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
|
|||
if ( texResize ||
|
||||
reflectTex.isNull() ||
|
||||
reflectTex->getFormat() != REFLECTMGR->getReflectFormat() )
|
||||
{
|
||||
reflectTex = REFLECTMGR->allocRenderTarget( texSize );
|
||||
|
||||
GFXTexHandle depthBuff = LightShadowMap::_getDepthTarget( texSize.x, texSize.y );
|
||||
depthBuff = LightShadowMap::_getDepthTarget( texSize.x, texSize.y );
|
||||
}
|
||||
|
||||
// store current matrices
|
||||
GFXTransformSaver saver;
|
||||
|
|
|
|||
|
|
@ -224,7 +224,7 @@ protected:
|
|||
public:
|
||||
|
||||
GFXTextureTargetRef reflectTarget;
|
||||
GFXTexHandle reflectTex;
|
||||
GFXTexHandle reflectTex, depthBuff;;
|
||||
PlaneF refplane;
|
||||
bool objectSpace;
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue