Catch the template files up and add the improved convex editor bits.

This commit is contained in:
Areloch 2019-05-19 21:30:45 -05:00
parent 3697737498
commit ebb51bb178
18 changed files with 1617 additions and 333 deletions

View file

@ -1211,31 +1211,6 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
if( handles->mAccuSpecularSC->isValid() )
shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
{
//roll through and try setting our data!
for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
{
StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
{
if (handles->mCustomHandles[h].handle->isValid())
{
if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
break;
}
}
}
}*/
}
bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
@ -1383,31 +1358,6 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
{
//roll through and try setting our data!
for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
{
StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
{
if (handles->mCustomHandles[h].handle->isValid())
{
if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
break;
}
}
}
}*/
LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);