Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development

This commit is contained in:
Areloch 2019-05-11 21:53:08 -05:00
commit c283295f22
37 changed files with 1365 additions and 38 deletions

View file

@ -151,27 +151,35 @@ S32 FN_CDECL RenderBinManager::cmpKeyFunc(const void* p1, const void* p2)
return ( test1 == 0 ) ? S32(mse1->key2) - S32(mse2->key2) : test1;
}
void RenderBinManager::setupSGData( MeshRenderInst *ri, SceneData &data )
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;
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;
}
DefineEngineMethod( RenderBinManager, getBinType, const char*, (),,