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https://github.com/TorqueGameEngines/Torque3D.git
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Add vector light support to forward materials.
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38b0d0f1fe
commit
ebe2c2dead
11 changed files with 96 additions and 4 deletions
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@ -391,6 +391,10 @@ void AdvancedLightManager::setLightInfo( ProcessedMaterial *pmat,
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lsc->mLightConfigDataSC,
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lsc->mLightSpotDirSC,
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lsc->mLightSpotParamsSC,
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lsc->mHasVectorLightSC,
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lsc->mVectorLightDirectionSC,
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lsc->mVectorLightColorSC,
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lsc->mVectorLightBrightnessSC,
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shaderConsts );
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// Static
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@ -306,7 +306,11 @@ BasicLightManager::LightingShaderConstants::LightingShaderConstants()
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mLightAmbient( NULL ),
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mLightConfigDataSC( NULL ),
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mLightSpotDir( NULL ),
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mLightSpotParamsSC( NULL )
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mLightSpotParamsSC( NULL ),
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mHasVectorLightSC(NULL),
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mVectorLightDirectionSC(NULL),
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mVectorLightColorSC(NULL),
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mVectorLightBrightnessSC(NULL)
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{
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}
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@ -337,6 +341,11 @@ void BasicLightManager::LightingShaderConstants::init(GFXShader* shader)
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mLightSpotDir = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
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mLightSpotParamsSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotParams );
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mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
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mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);
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mVectorLightColorSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightColor);
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mVectorLightBrightnessSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightBrightness);
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mInit = true;
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}
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@ -400,5 +409,9 @@ void BasicLightManager::setLightInfo( ProcessedMaterial* pmat,
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mLastConstants->mLightConfigDataSC,
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mLastConstants->mLightSpotDir,
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mLastConstants->mLightSpotParamsSC,
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mLastConstants->mHasVectorLightSC,
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mLastConstants->mVectorLightDirectionSC,
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mLastConstants->mVectorLightColorSC,
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mLastConstants->mVectorLightBrightnessSC,
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shaderConsts );
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}
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@ -92,6 +92,11 @@ protected:
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GFXShaderConstHandle *mLightSpotDir;
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GFXShaderConstHandle *mLightSpotParamsSC;
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GFXShaderConstHandle* mHasVectorLightSC;
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GFXShaderConstHandle* mVectorLightDirectionSC;
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GFXShaderConstHandle* mVectorLightColorSC;
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GFXShaderConstHandle* mVectorLightBrightnessSC;
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LightingShaderConstants();
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~LightingShaderConstants();
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@ -309,6 +309,10 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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GFXShaderConstHandle *lightConfigDataSC,
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GFXShaderConstHandle *lightSpotDirSC,
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GFXShaderConstHandle *lightSpotParamsSC,
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GFXShaderConstHandle* hasVectorLightSC,
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GFXShaderConstHandle* vectorLightDirectionSC,
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GFXShaderConstHandle* vectorLightColorSC,
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GFXShaderConstHandle* vectorLightBrightnessSC,
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GFXShaderConstBuffer *shaderConsts )
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts );
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@ -417,6 +421,11 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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shaderConsts->setSafe(lightConfigDataSC, lightConfigData);
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shaderConsts->setSafe(lightSpotParamsSC, lightSpotParams);
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shaderConsts->setSafe(hasVectorLightSC, (int)hasVectorLight);
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shaderConsts->setSafe(vectorLightDirectionSC, vectorLightDirection);
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shaderConsts->setSafe(vectorLightColorSC, vectorLightColor);
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shaderConsts->setSafe(vectorLightBrightnessSC, vectorLightBrightness);
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//================================================================
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//old setup
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/*static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
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@ -178,6 +178,10 @@ protected:
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GFXShaderConstHandle *lightInvRadiusSqSC,
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GFXShaderConstHandle *lightSpotDirSC,
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GFXShaderConstHandle * lightSpotParamsSC,
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GFXShaderConstHandle* hasVectorLightSC,
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GFXShaderConstHandle* vectorLightDirectionSC,
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GFXShaderConstHandle* vectorLightColorSC,
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GFXShaderConstHandle* vectorLightBrightnessSC,
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GFXShaderConstBuffer *shaderConsts );
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/// A dummy default light used when no lights
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@ -462,6 +462,10 @@ LightingShaderConstants::LightingShaderConstants()
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mLightAmbientSC(NULL),
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mLightConfigDataSC(NULL),
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mLightSpotDirSC(NULL),
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mHasVectorLightSC(NULL),
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mVectorLightDirectionSC(NULL),
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mVectorLightColorSC(NULL),
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mVectorLightBrightnessSC(NULL),
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mShadowMapSC(NULL),
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mDynamicShadowMapSC(NULL),
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mShadowMapSizeSC(NULL),
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@ -525,6 +529,11 @@ void LightingShaderConstants::init(GFXShader* shader)
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mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
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mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
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mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
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mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);
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mVectorLightColorSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightColor);
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mVectorLightBrightnessSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightBrightness);
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mShadowMapSC = shader->getShaderConstHandle("$shadowMap");
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mDynamicShadowMapSC = shader->getShaderConstHandle("$dynamicShadowMap");
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mShadowMapSizeSC = shader->getShaderConstHandle("$shadowMapSize");
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@ -90,6 +90,11 @@ struct LightingShaderConstants
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GFXShaderConstHandle *mLightConfigDataSC;
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GFXShaderConstHandle *mLightSpotDirSC;
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GFXShaderConstHandle* mHasVectorLightSC;
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GFXShaderConstHandle* mVectorLightDirectionSC;
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GFXShaderConstHandle* mVectorLightColorSC;
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GFXShaderConstHandle* mVectorLightBrightnessSC;
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GFXShaderConstHandle* mShadowMapSC;
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GFXShaderConstHandle* mDynamicShadowMapSC;
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GFXShaderConstHandle* mShadowMapSizeSC;
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