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:
Areloch 2018-10-24 23:43:12 -05:00
parent 1b8549b146
commit e72f04648a
9 changed files with 108 additions and 48 deletions

View file

@ -56,7 +56,8 @@ const String RenderDeferredMgr::BufferName("deferred");
const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
const String RenderDeferredMgr::ColorBufferName("color");
const String RenderDeferredMgr::MatInfoBufferName("matinfo");
const String RenderDeferredMgr::LightMapBufferName("diffuseLighting");
const String RenderDeferredMgr::DiffuseLightBufferName("diffuseLighting");
const String RenderDeferredMgr::SpecularLightBufferName("specularLighting");
IMPLEMENT_CONOBJECT(RenderDeferredMgr);
@ -103,7 +104,8 @@ RenderDeferredMgr::RenderDeferredMgr( bool gatherDepth,
mNamedTarget.registerWithName( BufferName );
mColorTarget.registerWithName( ColorBufferName );
mMatInfoTarget.registerWithName( MatInfoBufferName );
mLightMapTarget.registerWithName( LightMapBufferName );
mDiffuseLightTarget.registerWithName( DiffuseLightBufferName );
mSpecularLightTarget.registerWithName(SpecularLightBufferName);
mClearGBufferShader = NULL;
@ -116,7 +118,8 @@ RenderDeferredMgr::~RenderDeferredMgr()
mColorTarget.release();
mMatInfoTarget.release();
mLightMapTarget.release();
mDiffuseLightTarget.release();
mSpecularLightTarget.release();
_unregisterFeatures();
SAFE_DELETE( mDeferredMatInstance );
}
@ -140,7 +143,8 @@ bool RenderDeferredMgr::setTargetSize(const Point2I &newTargetSize)
mNamedTarget.setViewport( GFX->getViewport() );
mColorTarget.setViewport( GFX->getViewport() );
mMatInfoTarget.setViewport( GFX->getViewport() );
mLightMapTarget.setViewport( GFX->getViewport() );
mDiffuseLightTarget.setViewport( GFX->getViewport() );
mSpecularLightTarget.setViewport(GFX->getViewport());
return ret;
}
@ -187,16 +191,28 @@ bool RenderDeferredMgr::_updateTargets()
mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
}
if (mLightMapTex.getFormat() != GFXFormatR16G16B16A16F || mLightMapTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
if (mDiffuseLightTex.getFormat() != GFXFormatR16G16B16A16F || mDiffuseLightTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
{
mLightMapTarget.release();
mLightMapTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
mDiffuseLightTarget.release();
mDiffuseLightTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
mLightMapTarget.setTexture(mLightMapTex);
mDiffuseLightTarget.setTexture(mDiffuseLightTex);
for (U32 i = 0; i < mTargetChainLength; i++)
mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, mLightMapTarget.getTexture());
mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, mDiffuseLightTarget.getTexture());
}
if (mSpecularLightTex.getFormat() != GFXFormatR16G16B16A16F || mSpecularLightTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
{
mSpecularLightTarget.release();
mSpecularLightTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
mSpecularLightTarget.setTexture(mSpecularLightTex);
for (U32 i = 0; i < mTargetChainLength; i++)
mTargetChain[i]->attachTexture(GFXTextureTarget::Color4, mSpecularLightTarget.getTexture());
}
GFX->finalizeReset();
_initShaders();
@ -323,8 +339,12 @@ void RenderDeferredMgr::render( SceneRenderState *state )
// Tell the superclass we're about to render
const bool isRenderingToTarget = _onPreRender(state);
// Clear all z-buffer, and g-buffer.
clearBuffers();
// Clear z-buffer and g-buffer.
GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);
GFX->clearColorAttachment(0, LinearColorF::ONE);
GFX->clearColorAttachment(1, LinearColorF::ZERO);
GFX->clearColorAttachment(2, LinearColorF::ZERO);
GFX->clearColorAttachment(3, LinearColorF::ZERO);
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();