mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-19 14:43:47 +00:00
Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive.
Also reordered the probe targets used so they match lights for consistency.
This commit is contained in:
parent
1b8549b146
commit
e72f04648a
9 changed files with 108 additions and 48 deletions
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@ -940,15 +940,22 @@ void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 sten
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UINT depthstencilFlag = 0;
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ID3D11RenderTargetView* rtView = NULL;
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//TODO: current support is 5 render targets, clean this up
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ID3D11RenderTargetView* rtView[5] = { NULL };
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ID3D11DepthStencilView* dsView = NULL;
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mD3DDeviceContext->OMGetRenderTargets(1, &rtView, &dsView);
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mD3DDeviceContext->OMGetRenderTargets(5, rtView, &dsView);
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const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha };
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if (flags & GFXClearTarget && rtView)
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mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor);
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{
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for (U32 i = 0; i < 5; i++)
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{
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if (rtView[i])
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mD3DDeviceContext->ClearRenderTargetView(rtView[i], clearColor);
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}
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}
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if (flags & GFXClearZBuffer)
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depthstencilFlag |= D3D11_CLEAR_DEPTH;
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@ -959,7 +966,8 @@ void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 sten
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if (depthstencilFlag && dsView)
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mD3DDeviceContext->ClearDepthStencilView(dsView, depthstencilFlag, z, stencil);
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SAFE_RELEASE(rtView);
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for (U32 i = 0; i < 5; i++)
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SAFE_RELEASE(rtView[i]);
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SAFE_RELEASE(dsView);
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}
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@ -116,20 +116,19 @@ ConsoleDocClass( AdvancedLightBinManager,
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AdvancedLightBinManager::AdvancedLightBinManager( AdvancedLightManager *lm /* = NULL */,
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ShadowMapManager *sm /* = NULL */,
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GFXFormat lightBufferFormat /* = GFXFormatR8G8B8A8 */ )
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: RenderTexTargetBinManager( RIT_LightInfo, 1.0f, 1.0f, lightBufferFormat ),
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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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{
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// Create an RGB conditioner
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mConditioner = new AdvancedLightBufferConditioner( getTargetFormat(),
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AdvancedLightBufferConditioner::RGB );
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mNamedTarget.setConditioner( mConditioner );
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mNamedTarget.registerWithName( smBufferName );
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NamedTexTarget* specLightTarg = NamedTexTarget::find(RenderDeferredMgr::SpecularLightBufferName);
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// We want a full-resolution buffer
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mTargetSizeType = RenderTexTargetBinManager::WindowSize;
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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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@ -173,17 +172,18 @@ void AdvancedLightBinManager::consoleInit()
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bool AdvancedLightBinManager::setTargetSize(const Point2I &newTargetSize)
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{
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bool ret = Parent::setTargetSize( newTargetSize );
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/*bool ret = Parent::setTargetSize( newTargetSize );
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// We require the viewport to match the default.
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mNamedTarget.setViewport( GFX->getViewport() );
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return ret;
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return ret;*/
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return true;
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}
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bool AdvancedLightBinManager::_updateTargets()
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{
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PROFILE_SCOPE(AdvancedLightBinManager_updateTargets);
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/* PROFILE_SCOPE(AdvancedLightBinManager_updateTargets);
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bool ret = Parent::_updateTargets();
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@ -198,7 +198,8 @@ bool AdvancedLightBinManager::_updateTargets()
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GFX->finalizeReset();
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return ret;
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return ret;*/
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return true;
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}
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void AdvancedLightBinManager::addLight( LightInfo *light )
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@ -270,10 +271,36 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render, ColorI::RED );
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// Tell the superclass we're about to render
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if ( !_onPreRender( 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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GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
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NamedTexTargetRef specularLightingTarget = NamedTexTarget::find("specularLighting");
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if (specularLightingTarget.isNull())
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return;
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GFXTextureTargetRef lightingTargetRef = GFX->allocRenderToTextureTarget();
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if (lightingTargetRef.isNull())
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return;
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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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GFX->pushActiveRenderTarget();
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GFX->setActiveRenderTarget(lightingTargetRef);
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GFX->setViewport(specularLightingTarget->getViewport());
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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@ -387,7 +414,9 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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getRenderSignal().trigger(state, this);
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// Finish up the rendering
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_onPostRender();
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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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AdvancedLightBinManager::LightMaterialInfo* AdvancedLightBinManager::_getLightMaterial( LightInfo::Type lightType,
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@ -78,9 +78,9 @@ public:
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bool mSpecialLight;
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};
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class AdvancedLightBinManager : public RenderTexTargetBinManager
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class AdvancedLightBinManager : public RenderBinManager
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{
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typedef RenderTexTargetBinManager Parent;
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typedef RenderBinManager Parent;
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public:
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@ -115,22 +115,22 @@ void AdvancedLightManager::activate( SceneManager *sceneManager )
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true,
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false );
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mLightBinManager = new AdvancedLightBinManager( this, SHADOWMGR, blendTargetFormat );
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mLightBinManager->assignName( "AL_LightBinMgr" );
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// First look for the deferred bin...
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RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
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// If we didn't find the deferred bin then add one.
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if ( !deferredBin )
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if (!deferredBin)
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{
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deferredBin = new RenderDeferredMgr( true, blendTargetFormat );
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deferredBin->assignName( "AL_DeferredBin" );
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deferredBin = new RenderDeferredMgr(true, blendTargetFormat);
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deferredBin->assignName("AL_DeferredBin");
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deferredBin->registerObject();
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getSceneManager()->getDefaultRenderPass()->addManager( deferredBin );
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getSceneManager()->getDefaultRenderPass()->addManager(deferredBin);
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mDeferredRenderBin = deferredBin;
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}
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mLightBinManager = new AdvancedLightBinManager( this, SHADOWMGR, blendTargetFormat );
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mLightBinManager->assignName( "AL_LightBinMgr" );
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// Tell the material manager that deferred is enabled.
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MATMGR->setDeferredEnabled( true );
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@ -138,7 +138,7 @@ void AdvancedLightManager::activate( SceneManager *sceneManager )
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mLightBinManager->setRenderOrder( deferredBin->getRenderOrder() + 0.01f );
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getSceneManager()->getDefaultRenderPass()->addManager( mLightBinManager );
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AdvancedLightingFeatures::registerFeatures(mDeferredRenderBin->getTargetFormat(), mLightBinManager->getTargetFormat());
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AdvancedLightingFeatures::registerFeatures(mDeferredRenderBin->getTargetFormat(), blendTargetFormat);
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// Last thing... let everyone know we're active.
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smActivateSignal.trigger( getId(), true );
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@ -56,7 +56,8 @@ const String RenderDeferredMgr::BufferName("deferred");
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const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
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const String RenderDeferredMgr::ColorBufferName("color");
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const String RenderDeferredMgr::MatInfoBufferName("matinfo");
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const String RenderDeferredMgr::LightMapBufferName("diffuseLighting");
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const String RenderDeferredMgr::DiffuseLightBufferName("diffuseLighting");
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const String RenderDeferredMgr::SpecularLightBufferName("specularLighting");
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IMPLEMENT_CONOBJECT(RenderDeferredMgr);
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@ -103,7 +104,8 @@ RenderDeferredMgr::RenderDeferredMgr( bool gatherDepth,
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mNamedTarget.registerWithName( BufferName );
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mColorTarget.registerWithName( ColorBufferName );
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mMatInfoTarget.registerWithName( MatInfoBufferName );
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mLightMapTarget.registerWithName( LightMapBufferName );
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mDiffuseLightTarget.registerWithName( DiffuseLightBufferName );
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mSpecularLightTarget.registerWithName(SpecularLightBufferName);
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mClearGBufferShader = NULL;
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@ -116,7 +118,8 @@ RenderDeferredMgr::~RenderDeferredMgr()
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mColorTarget.release();
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mMatInfoTarget.release();
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mLightMapTarget.release();
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mDiffuseLightTarget.release();
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mSpecularLightTarget.release();
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_unregisterFeatures();
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SAFE_DELETE( mDeferredMatInstance );
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}
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@ -140,7 +143,8 @@ bool RenderDeferredMgr::setTargetSize(const Point2I &newTargetSize)
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mNamedTarget.setViewport( GFX->getViewport() );
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mColorTarget.setViewport( GFX->getViewport() );
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mMatInfoTarget.setViewport( GFX->getViewport() );
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mLightMapTarget.setViewport( GFX->getViewport() );
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mDiffuseLightTarget.setViewport( GFX->getViewport() );
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mSpecularLightTarget.setViewport(GFX->getViewport());
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return ret;
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}
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@ -187,16 +191,28 @@ bool RenderDeferredMgr::_updateTargets()
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
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}
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if (mLightMapTex.getFormat() != GFXFormatR16G16B16A16F || mLightMapTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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if (mDiffuseLightTex.getFormat() != GFXFormatR16G16B16A16F || mDiffuseLightTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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{
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mLightMapTarget.release();
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mLightMapTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
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mDiffuseLightTarget.release();
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mDiffuseLightTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
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&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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mLightMapTarget.setTexture(mLightMapTex);
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mDiffuseLightTarget.setTexture(mDiffuseLightTex);
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for (U32 i = 0; i < mTargetChainLength; i++)
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, mLightMapTarget.getTexture());
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, mDiffuseLightTarget.getTexture());
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}
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if (mSpecularLightTex.getFormat() != GFXFormatR16G16B16A16F || mSpecularLightTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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{
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mSpecularLightTarget.release();
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mSpecularLightTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
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&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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mSpecularLightTarget.setTexture(mSpecularLightTex);
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for (U32 i = 0; i < mTargetChainLength; i++)
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color4, mSpecularLightTarget.getTexture());
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}
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GFX->finalizeReset();
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_initShaders();
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@ -323,8 +339,12 @@ void RenderDeferredMgr::render( SceneRenderState *state )
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// Tell the superclass we're about to render
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const bool isRenderingToTarget = _onPreRender(state);
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// Clear all z-buffer, and g-buffer.
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clearBuffers();
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// Clear z-buffer and g-buffer.
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GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);
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GFX->clearColorAttachment(0, LinearColorF::ONE);
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GFX->clearColorAttachment(1, LinearColorF::ZERO);
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GFX->clearColorAttachment(2, LinearColorF::ZERO);
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GFX->clearColorAttachment(3, LinearColorF::ZERO);
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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@ -46,7 +46,8 @@ public:
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// andremwac: Deferred Rendering
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static const String ColorBufferName;
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static const String MatInfoBufferName;
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static const String LightMapBufferName;
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static const String DiffuseLightBufferName;
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static const String SpecularLightBufferName;
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// Generic Deferred Render Instance Type
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static const RenderInstType RIT_Deferred;
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@ -108,10 +109,12 @@ protected:
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GFXStateBlockRef mStateblock;
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NamedTexTarget mColorTarget;
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NamedTexTarget mMatInfoTarget;
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NamedTexTarget mLightMapTarget;
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NamedTexTarget mDiffuseLightTarget;
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NamedTexTarget mSpecularLightTarget;
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GFXTexHandle mColorTex;
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GFXTexHandle mMatInfoTex;
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GFXTexHandle mLightMapTex;
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GFXTexHandle mDiffuseLightTex;
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GFXTexHandle mSpecularLightTex;
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GFXShaderConstBufferRef mShaderConsts;
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public:
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@ -227,13 +227,13 @@ void RenderProbeMgr::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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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, diffuseLightingTarget->getTexture());
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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color1, specularLightingTarget->getTexture());
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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, specularLightingTarget->getTexture());
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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color1, diffuseLightingTarget->getTexture());
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GFX->pushActiveRenderTarget();
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GFX->setActiveRenderTarget(probeLightingTargetRef);
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GFX->setViewport(diffuseLightingTarget->getViewport());
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GFX->setViewport(specularLightingTarget->getViewport());
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//GFX->setViewport(specularLightingTarget->getViewport());
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// Restore transforms
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@ -51,7 +51,7 @@ function initRenderManager()
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// meshes... but that causes issues in reflections.
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 0.015; processAddOrder = 0.015; } );
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DiffuseRenderPassManager.addManager( new RenderProbeMgr(ProbeBin) { bintype = "Probes"; renderOrder = 0.02; processAddOrder = 0.02; } );
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DiffuseRenderPassManager.addManager( new RenderProbeMgr(ProbeBin) { bintype = "Probes"; renderOrder = 0.019; processAddOrder = 0.02; } );
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//DiffuseRenderPassManager.addManager( new RenderVistaMgr() { bintype = "Vista"; renderOrder = 0.15; processAddOrder = 0.15; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin) { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } );
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@ -98,8 +98,8 @@ float3 iblBoxSpecular(float3 normal,
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struct PS_OUTPUT
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{
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float4 diffuse: TORQUE_TARGET0;
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float4 spec: TORQUE_TARGET1;
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float4 diffuse: TORQUE_TARGET1;
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float4 spec: TORQUE_TARGET0;
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};
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float defineSphereSpaceInfluence(float3 centroidPosVS, float rad, float2 atten, float3 surfPosVS, float3 norm)
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