mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-05 04:21:09 +00:00
Merge pull request #1284 from Azaezel/nukeGlow
remove glowbin as it's own render pass
This commit is contained in:
commit
eeb002ce6b
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@ -261,16 +261,16 @@ void GlowMapGLSL::processPix(Vector<ShaderComponent*>& componentList, const Mate
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targ->setType("vec4");
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targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
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targ->setStructName("OUT");
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output = new GenOp("@ = vec4(@.rgb*@,0);", targ, texOp, glowMul);
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output = new GenOp("@ = vec4(pow(max(@.rgb*@,0.0),vec3(3.54406804435,3.54406804435,3.54406804435)),0);", targ, texOp, glowMul);
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}
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else
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{
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output = new GenOp("@ += vec4(@.rgb*@,0);", targ, texOp, glowMul);
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output = new GenOp("@ += vec4(pow(max(@.rgb*@,0.0),vec3(3.54406804435,3.54406804435,3.54406804435)),0);", targ, texOp, glowMul);
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}
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}
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else
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{
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output = new GenOp("@ += vec4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
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output = new GenOp("@ += vec4(pow(max(@.rgb*@,0.0),vec3(3.54406804435,3.54406804435,3.54406804435)),@.a);", targ, texOp, glowMul, targ);
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}
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}
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@ -264,16 +264,16 @@ void GlowMapHLSL::processPix(Vector<ShaderComponent*> &componentList, const Mate
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targ->setType("fragout");
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targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
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targ->setStructName("OUT");
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output = new GenOp("@ = float4(@.rgb*@,0);", targ, texOp, glowMul);
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output = new GenOp("@ = float4(pow(max(@.rgb*@,0.0),3.54406804435),0);", targ, texOp, glowMul);
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}
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else
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{
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output = new GenOp("@ += float4(@.rgb*@,0);", targ, texOp, glowMul);
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output = new GenOp("@ += float4(pow(max(@.rgb*@,0.0),3.54406804435),0);", targ, texOp, glowMul);
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}
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}
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else
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{
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output = new GenOp("@ += float4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
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output = new GenOp("@ += float4(pow(max(@.rgb*@,0.0),3.54406804435),@.a);", targ, texOp, glowMul, targ);
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}
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}
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@ -56,6 +56,7 @@ ImplementFeatureType( MFT_AccuMap, MFG_PreLighting, 2.0f, true );
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ImplementFeatureType(MFT_ReflectionProbes, MFG_Lighting, 1.0f, true);
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ImplementFeatureType( MFT_RTLighting, MFG_Lighting, 2.0f, true );
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ImplementFeatureType( MFT_GlowMap, MFG_Lighting, 3.0f, true );
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ImplementFeatureType( MFT_GlowMask, MFG_Lighting, 3.1f, true );
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ImplementFeatureType( MFT_LightMap, MFG_Lighting, 4.0f, true );
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ImplementFeatureType( MFT_ToneMap, MFG_Lighting, 5.0f, true );
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ImplementFeatureType( MFT_VertLitTone, MFG_Lighting, 6.0f, false );
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@ -65,8 +66,6 @@ ImplementFeatureType( MFT_SubSurface, MFG_Lighting, 8.0f, true );
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ImplementFeatureType( MFT_VertLit, MFG_Lighting, 9.0f, true );
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ImplementFeatureType( MFT_MinnaertShading, MFG_Lighting, 10.0f, true );
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ImplementFeatureType( MFT_GlowMask, MFG_PostLighting, 1.0f, true );
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ImplementFeatureType( MFT_Visibility, MFG_PostLighting, 2.0f, true );
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ImplementFeatureType( MFT_Fog, MFG_PostProcess, 3.0f, true );
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@ -197,7 +197,7 @@ void ProcessedMaterial::addStateBlockDesc(const GFXStateBlockDesc& sb)
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mUserDefined = sb;
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}
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void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect)
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void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateReflect)
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{
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// Translucency
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stateTranslucent.blendDefined = true;
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@ -211,10 +211,6 @@ void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslu
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stateTranslucent.alphaTestFunc = GFXCmpGreaterEqual;
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stateTranslucent.samplersDefined = true;
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// Glow
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stateGlow.zDefined = true;
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stateGlow.zWriteEnable = false;
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// Reflect
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stateReflect.cullDefined = true;
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stateReflect.cullMode = mMaterial->mDoubleSided ? GFXCullNone : GFXCullCW;
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@ -316,11 +312,10 @@ void ProcessedMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockD
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void ProcessedMaterial::_initRenderStateStateBlocks( RenderPassData *rpd )
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{
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GFXStateBlockDesc stateTranslucent;
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GFXStateBlockDesc stateGlow;
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GFXStateBlockDesc stateReflect;
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GFXStateBlockDesc statePass;
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_initStateBlockTemplates( stateTranslucent, stateGlow, stateReflect );
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_initStateBlockTemplates( stateTranslucent, stateReflect );
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_initPassStateBlock( rpd, statePass );
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// Ok, we've got our templates set up, let's combine them together based on state and
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@ -333,8 +328,6 @@ void ProcessedMaterial::_initRenderStateStateBlocks( RenderPassData *rpd )
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stateFinal.addDesc(stateReflect);
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if (i & RenderPassData::STATE_TRANSLUCENT)
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stateFinal.addDesc(stateTranslucent);
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if (i & RenderPassData::STATE_GLOW)
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stateFinal.addDesc(stateGlow);
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stateFinal.addDesc(statePass);
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@ -359,9 +352,6 @@ U32 ProcessedMaterial::_getRenderStateIndex( const SceneRenderState *sceneState,
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// For example sgData.visibility would be bad to use
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// in here without changing how RenderMeshMgr works.
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if ( sgData.binType == SceneData::GlowBin )
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currState |= RenderPassData::STATE_GLOW;
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if ( sceneState && sceneState->isReflectPass() )
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currState |= RenderPassData::STATE_REFLECT;
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@ -98,9 +98,8 @@ public:
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{
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STATE_REFLECT = 1,
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STATE_TRANSLUCENT = 2,
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STATE_GLOW = 4,
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STATE_WIREFRAME = 8,
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STATE_MAX = 16
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STATE_WIREFRAME = 4,
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STATE_MAX = 8
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};
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///
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@ -301,7 +300,7 @@ protected:
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/// @{
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/// Creates the default state block templates, used by initStateBlocks.
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virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect);
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virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateReflect);
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/// Does the base render state block setting, normally per pass.
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virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc& result);
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@ -348,7 +348,6 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
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//
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if ( features.hasFeature( MFT_UseInstancing ) &&
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mMaxStages == 1 &&
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!mMaterial->mGlow[0] &&
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shaderVersion >= 3.0f )
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fd.features.addFeature( MFT_UseInstancing );
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@ -520,6 +519,9 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
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if ( mMaterial->mVertColor[ stageNum ] &&
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mVertexFormat->hasColor() )
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fd.features.addFeature( MFT_DiffuseVertColor );
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if (mMaterial->mGlow[stageNum])
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fd.features.addFeature(MFT_GlowMask);
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// Allow features to add themselves.
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for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
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@ -45,10 +45,6 @@ struct SceneData
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/// the special bins we care about.
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RegularBin = 0,
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/// The glow render bin.
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/// @see RenderGlowMgr
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GlowBin,
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/// The deferred render bin.
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/// @RenderDeferredMgr
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DeferredBin,
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@ -683,7 +683,8 @@ void ProcessedDeferredMaterial::_determineFeatures( U32 stageNum,
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type == MFT_UseInstancing ||
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type == MFT_DiffuseVertColor ||
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type == MFT_DetailMap ||
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type == MFT_DiffuseMapAtlas)
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type == MFT_DiffuseMapAtlas||
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type == MFT_GlowMask)
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newFeatures.addFeature( type );
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// Add any transform features.
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@ -1,282 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "renderInstance/renderGlowMgr.h"
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#include "renderInstance/renderParticleMgr.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "materials/sceneData.h"
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#include "materials/matInstance.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/processedMaterial.h"
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#include "postFx/postEffect.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDebugEvent.h"
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#include "math/util/matrixSet.h"
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IMPLEMENT_CONOBJECT( RenderGlowMgr );
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ConsoleDocClass( RenderGlowMgr,
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"@brief A render bin for the glow pass.\n\n"
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"When the glow buffer PostEffect is enabled this bin gathers mesh render "
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"instances with glow materials and renders them to the #glowbuffer offscreen "
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"render target.\n\n"
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"This render target is then used by the 'GlowPostFx' PostEffect to blur and "
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"render the glowing portions of the screen.\n\n"
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"@ingroup RenderBin\n" );
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const MatInstanceHookType RenderGlowMgr::GlowMaterialHook::Type( "Glow" );
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RenderGlowMgr::GlowMaterialHook::GlowMaterialHook( BaseMatInstance *matInst )
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: mGlowMatInst( NULL )
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{
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mGlowMatInst = (MatInstance*)matInst->getMaterial()->createMatInstance();
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mGlowMatInst->getFeaturesDelegate().bind( &GlowMaterialHook::_overrideFeatures );
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mGlowMatInst->setUserObject(matInst->getUserObject());
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mGlowMatInst->init( matInst->getRequestedFeatures(),
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matInst->getVertexFormat() );
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}
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RenderGlowMgr::GlowMaterialHook::~GlowMaterialHook()
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{
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SAFE_DELETE( mGlowMatInst );
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}
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void RenderGlowMgr::GlowMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
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U32 stageNum,
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MaterialFeatureData &fd,
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const FeatureSet &features )
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{
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// If this isn't a glow pass... then add the glow mask feature.
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if ( mat->getMaterial() &&
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!mat->getMaterial()->mGlow[stageNum] )
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fd.features.addFeature( MFT_GlowMask );
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// Don't allow fog or HDR encoding on
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// the glow materials.
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fd.features.removeFeature( MFT_Fog );
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fd.features.addFeature( MFT_Imposter );
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}
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RenderGlowMgr::RenderGlowMgr()
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: RenderTexTargetBinManager( RenderPassManager::RIT_Mesh,
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1.0f,
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1.0f,
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GFXFormatR8G8B8A8,
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Point2I( 512, 512 ) )
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{
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notifyType( RenderPassManager::RIT_Decal );
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notifyType( RenderPassManager::RIT_DecalRoad );
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notifyType( RenderPassManager::RIT_Translucent );
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notifyType( RenderPassManager::RIT_Particle );
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mParticleRenderMgr = NULL;
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mNamedTarget.registerWithName( "glowbuffer" );
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mTargetSizeType = WindowSize;
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}
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RenderGlowMgr::~RenderGlowMgr()
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{
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}
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PostEffect* RenderGlowMgr::getGlowEffect()
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{
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if ( !mGlowEffect )
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mGlowEffect = dynamic_cast<PostEffect*>( Sim::findObject( "GlowPostFx" ) );
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return mGlowEffect;
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}
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bool RenderGlowMgr::isGlowEnabled()
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{
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return getGlowEffect() && getGlowEffect()->isEnabled();
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}
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void RenderGlowMgr::addElement( RenderInst *inst )
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{
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// Skip out if we don't have the glow post
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// effect enabled at this time.
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if ( !isGlowEnabled() )
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return;
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// TODO: We need to get the scene state here in a more reliable
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// manner so we can skip glow in a non-diffuse render pass.
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//if ( !mParentManager->getSceneManager()->getSceneState()->isDiffusePass() )
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//return RenderBinManager::arSkipped;
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ParticleRenderInst *particleInst = NULL;
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if(inst->type == RenderPassManager::RIT_Particle)
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particleInst = static_cast<ParticleRenderInst*>(inst);
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if(particleInst && particleInst->glow)
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{
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internalAddElement(inst);
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return;
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}
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// Skip it if we don't have a glowing material.
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BaseMatInstance *matInst = getMaterial( inst );
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if ( !matInst || !matInst->hasGlow() )
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return;
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internalAddElement(inst);
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}
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void RenderGlowMgr::render( SceneRenderState *state )
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{
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PROFILE_SCOPE( RenderGlowMgr_Render );
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if ( !isGlowEnabled() )
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return;
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const U32 binSize = mElementList.size();
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// If this is a non-diffuse pass or we have no objects to
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// render then tell the effect to skip rendering.
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if ( !state->isDiffusePass() || binSize == 0 )
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{
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getGlowEffect()->setSkip( true );
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return;
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}
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GFXDEBUGEVENT_SCOPE( RenderGlowMgr_Render, ColorI::GREEN );
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GFXTransformSaver saver;
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// Respect the current viewport
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mNamedTarget.setViewport(GFX->getViewport());
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// Tell the superclass we're about to render, preserve contents
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const bool isRenderingToTarget = _onPreRender( state, true );
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// Clear all the buffers to black.
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GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0);
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// Restore transforms
|
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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// init loop data
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SceneData sgData;
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sgData.init( state, SceneData::GlowBin );
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for( U32 j=0; j<binSize; )
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{
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RenderInst *_ri = mElementList[j].inst;
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if(_ri->type == RenderPassManager::RIT_Particle)
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{
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// Find the particle render manager (if we don't have it)
|
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if(mParticleRenderMgr == NULL)
|
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{
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||||
RenderPassManager *rpm = state->getRenderPass();
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for( U32 i = 0; i < rpm->getManagerCount(); i++ )
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||||
{
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||||
RenderBinManager *bin = rpm->getManager(i);
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if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
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{
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mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
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break;
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}
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||||
}
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||||
}
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||||
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ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(_ri);
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||||
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GFX->setStateBlock(mParticleRenderMgr->_getHighResStateBlock(ri));
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mParticleRenderMgr->_getShaderConsts().mShaderConsts->setSafe(mParticleRenderMgr->_getShaderConsts().mModelViewProjSC, *ri->modelViewProj);
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||||
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mParticleRenderMgr->renderParticle(ri, state);
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j++;
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continue;
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||||
}
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MeshRenderInst *ri = static_cast<MeshRenderInst*>(_ri);
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setupSGData( ri, sgData );
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||||
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BaseMatInstance *mat = ri->matInst;
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||||
GlowMaterialHook *hook = mat->getHook<GlowMaterialHook>();
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if ( !hook )
|
||||
{
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||||
hook = new GlowMaterialHook( ri->matInst );
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||||
ri->matInst->addHook( hook );
|
||||
}
|
||||
BaseMatInstance *glowMat = hook->getMatInstance();
|
||||
|
||||
U32 matListEnd = j;
|
||||
|
||||
while( glowMat && glowMat->setupPass( state, sgData ) )
|
||||
{
|
||||
U32 a;
|
||||
for( a=j; a<binSize; a++ )
|
||||
{
|
||||
if (mElementList[a].inst->type == RenderPassManager::RIT_Particle)
|
||||
break;
|
||||
|
||||
MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
|
||||
|
||||
if ( newPassNeeded( ri, passRI ) )
|
||||
break;
|
||||
|
||||
matrixSet.setWorld(*passRI->objectToWorld);
|
||||
matrixSet.setView(*passRI->worldToCamera);
|
||||
matrixSet.setProjection(*passRI->projection);
|
||||
glowMat->setTransforms(matrixSet, state);
|
||||
|
||||
// Setup HW skinning transforms if applicable
|
||||
if (glowMat->usesHardwareSkinning())
|
||||
{
|
||||
glowMat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
|
||||
}
|
||||
|
||||
//push along any overriden fields that are instance-specific as well
|
||||
if (passRI->mCustomShaderData.size() > 0)
|
||||
{
|
||||
mat->setCustomShaderData(passRI->mCustomShaderData);
|
||||
}
|
||||
|
||||
glowMat->setSceneInfo(state, sgData);
|
||||
glowMat->setBuffers(passRI->vertBuff, passRI->primBuff);
|
||||
|
||||
if ( passRI->prim )
|
||||
GFX->drawPrimitive( *passRI->prim );
|
||||
else
|
||||
GFX->drawPrimitive( passRI->primBuffIndex );
|
||||
}
|
||||
matListEnd = a;
|
||||
setupSGData( ri, sgData );
|
||||
}
|
||||
|
||||
// force increment if none happened, otherwise go to end of batch
|
||||
j = ( j == matListEnd ) ? j+1 : matListEnd;
|
||||
}
|
||||
|
||||
// Finish up.
|
||||
if ( isRenderingToTarget )
|
||||
_onPostRender();
|
||||
|
||||
// Make sure the effect is gonna render.
|
||||
getGlowEffect()->setSkip( false );
|
||||
}
|
||||
|
|
@ -1,90 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef _RENDERGLOWMGR_H_
|
||||
#define _RENDERGLOWMGR_H_
|
||||
|
||||
#ifndef _TEXTARGETBIN_MGR_H_
|
||||
#include "renderInstance/renderTexTargetBinManager.h"
|
||||
#endif
|
||||
#include <renderInstance/renderParticleMgr.h>
|
||||
|
||||
|
||||
class PostEffect;
|
||||
|
||||
|
||||
///
|
||||
class RenderGlowMgr : public RenderTexTargetBinManager
|
||||
{
|
||||
typedef RenderTexTargetBinManager Parent;
|
||||
|
||||
public:
|
||||
|
||||
RenderGlowMgr();
|
||||
virtual ~RenderGlowMgr();
|
||||
|
||||
/// Returns the glow post effect.
|
||||
PostEffect* getGlowEffect();
|
||||
|
||||
/// Returns true if the glow post effect is
|
||||
/// enabled and the glow buffer should be updated.
|
||||
bool isGlowEnabled();
|
||||
|
||||
// RenderBinManager
|
||||
void addElement( RenderInst *inst ) override;
|
||||
void render( SceneRenderState *state ) override;
|
||||
|
||||
// ConsoleObject
|
||||
DECLARE_CONOBJECT( RenderGlowMgr );
|
||||
|
||||
protected:
|
||||
|
||||
class GlowMaterialHook : public MatInstanceHook
|
||||
{
|
||||
public:
|
||||
|
||||
GlowMaterialHook( BaseMatInstance *matInst );
|
||||
virtual ~GlowMaterialHook();
|
||||
|
||||
virtual BaseMatInstance *getMatInstance() { return mGlowMatInst; }
|
||||
|
||||
const MatInstanceHookType& getType() const override { return Type; }
|
||||
|
||||
/// Our material hook type.
|
||||
static const MatInstanceHookType Type;
|
||||
|
||||
protected:
|
||||
|
||||
static void _overrideFeatures( ProcessedMaterial *mat,
|
||||
U32 stageNum,
|
||||
MaterialFeatureData &fd,
|
||||
const FeatureSet &features );
|
||||
|
||||
BaseMatInstance *mGlowMatInst;
|
||||
};
|
||||
|
||||
SimObjectPtr<PostEffect> mGlowEffect;
|
||||
RenderParticleMgr *mParticleRenderMgr;
|
||||
};
|
||||
|
||||
|
||||
#endif // _RENDERGLOWMGR_H_
|
||||
|
|
@ -35,7 +35,6 @@
|
|||
#include "renderInstance/renderObjectMgr.h"
|
||||
#include "renderInstance/renderMeshMgr.h"
|
||||
#include "renderInstance/renderTranslucentMgr.h"
|
||||
#include "renderInstance/renderGlowMgr.h"
|
||||
#include "renderInstance/renderTerrainMgr.h"
|
||||
#include "core/util/safeDelete.h"
|
||||
#include "math/util/matrixSet.h"
|
||||
|
|
|
|||
|
|
@ -2519,23 +2519,22 @@ void AlphaTestGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
//****************************************************************************
|
||||
// GlowMask
|
||||
//****************************************************************************
|
||||
|
||||
void GlowMaskGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
output = NULL;
|
||||
|
||||
// Get the output color... and make it black to mask out
|
||||
// glow passes rendered before us.
|
||||
//
|
||||
// The shader compiler will optimize out all the other
|
||||
// code above that doesn't contribute to the alpha mask.
|
||||
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
if ( color )
|
||||
output = new GenOp( " @.rgb = vec3(0);\r\n", color );
|
||||
//determine output target
|
||||
ShaderFeature::OutputTarget inTarg, outTarg;
|
||||
inTarg = outTarg = ShaderFeature::DefaultTarget;
|
||||
if (fd.features[MFT_isDeferred])
|
||||
{
|
||||
inTarg = ShaderFeature::RenderTarget1;
|
||||
outTarg = ShaderFeature::RenderTarget3;
|
||||
}
|
||||
Var* inCol = (Var*)LangElement::find(getOutputTargetVarName(inTarg));
|
||||
Var* outCol = (Var*)LangElement::find(getOutputTargetVarName(outTarg));
|
||||
output = new GenOp(" @.rgb += @.rgb*10;\r\n", outCol, inCol);
|
||||
}
|
||||
|
||||
|
||||
//****************************************************************************
|
||||
// RenderTargetZero
|
||||
//****************************************************************************
|
||||
|
|
|
|||
|
|
@ -552,11 +552,9 @@ public:
|
|||
class GlowMaskGLSL : public ShaderFeatureGLSL
|
||||
{
|
||||
public:
|
||||
|
||||
void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd ) override;
|
||||
|
||||
Material::BlendOp getBlendOp() override { return Material::None; }
|
||||
|
||||
String getName() override
|
||||
{
|
||||
return "Glow Mask";
|
||||
|
|
|
|||
|
|
@ -2592,23 +2592,22 @@ void AlphaTestHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
//****************************************************************************
|
||||
// GlowMask
|
||||
//****************************************************************************
|
||||
|
||||
void GlowMaskHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd )
|
||||
{
|
||||
output = NULL;
|
||||
|
||||
// Get the output color... and make it black to mask out
|
||||
// glow passes rendered before us.
|
||||
//
|
||||
// The shader compiler will optimize out all the other
|
||||
// code above that doesn't contribute to the alpha mask.
|
||||
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
if ( color )
|
||||
output = new GenOp( " @.rgb = 0;\r\n", color );
|
||||
//determine output target
|
||||
ShaderFeature::OutputTarget inTarg, outTarg;
|
||||
inTarg = outTarg = ShaderFeature::DefaultTarget;
|
||||
if (fd.features[MFT_isDeferred])
|
||||
{
|
||||
inTarg = ShaderFeature::RenderTarget1;
|
||||
outTarg = ShaderFeature::RenderTarget3;
|
||||
}
|
||||
Var* inCol = (Var*)LangElement::find(getOutputTargetVarName(inTarg));
|
||||
Var* outCol = (Var*)LangElement::find(getOutputTargetVarName(outTarg));
|
||||
output = new GenOp(" @.rgb += @.rgb*10;\r\n", outCol, inCol);
|
||||
}
|
||||
|
||||
|
||||
//****************************************************************************
|
||||
// RenderTargetZero
|
||||
//****************************************************************************
|
||||
|
|
|
|||
|
|
@ -555,11 +555,9 @@ public:
|
|||
class GlowMaskHLSL : public ShaderFeatureHLSL
|
||||
{
|
||||
public:
|
||||
|
||||
void processPix( Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd ) override;
|
||||
|
||||
Material::BlendOp getBlendOp() override { return Material::None; }
|
||||
|
||||
String getName() override
|
||||
{
|
||||
return "Glow Mask";
|
||||
|
|
|
|||
|
|
@ -407,7 +407,7 @@ singleton PostEffect( DepthOfFieldPostFX )
|
|||
enabled = false;
|
||||
|
||||
renderTime = "PFXAfterBin";
|
||||
renderBin = "GlowBin";
|
||||
renderBin = "FogBin";
|
||||
renderPriority = 0.1;
|
||||
|
||||
shader = PFX_DOFDownSampleShader;
|
||||
|
|
|
|||
|
|
@ -20,29 +20,6 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
singleton ShaderData( PFX_GlowBlurVertShader )
|
||||
{
|
||||
DXVertexShaderFile = "./glowBlurV.hlsl";
|
||||
DXPixelShaderFile = "./glowBlurP.hlsl";
|
||||
|
||||
OGLVertexShaderFile = "./glowBlurV.glsl";
|
||||
OGLPixelShaderFile = "./glowBlurP.glsl";
|
||||
|
||||
defines = "BLUR_DIR=float2(0.0,1.0)";
|
||||
|
||||
samplerNames[0] = "$diffuseMap";
|
||||
|
||||
pixVersion = 2.0;
|
||||
};
|
||||
|
||||
|
||||
singleton ShaderData( PFX_GlowBlurHorzShader : PFX_GlowBlurVertShader )
|
||||
{
|
||||
defines = "BLUR_DIR=float2(1.0,0.0)";
|
||||
};
|
||||
|
||||
|
||||
singleton GFXStateBlockData( PFX_GlowCombineStateBlock : PFX_DefaultStateBlock )
|
||||
{
|
||||
// Use alpha test to save some fillrate
|
||||
|
|
@ -59,54 +36,6 @@ singleton GFXStateBlockData( PFX_GlowCombineStateBlock : PFX_DefaultStateBlock )
|
|||
blendDest = GFXBlendOne;
|
||||
};
|
||||
|
||||
|
||||
singleton PostEffect( GlowPostFX )
|
||||
{
|
||||
// Do not allow the glow effect to work in reflection
|
||||
// passes by default so we don't do the extra drawing.
|
||||
allowReflectPass = false;
|
||||
|
||||
renderTime = "PFXAfterBin";
|
||||
renderBin = "GlowBin";
|
||||
renderPriority = 1;
|
||||
|
||||
// First we down sample the glow buffer.
|
||||
shader = PFX_PassthruShader;
|
||||
stateBlock = PFX_DefaultStateBlock;
|
||||
texture[0] = "#glowbuffer";
|
||||
target = "$outTex";
|
||||
targetScale = "0.5 0.5";
|
||||
|
||||
enabled = true;
|
||||
|
||||
// Blur vertically
|
||||
new PostEffect()
|
||||
{
|
||||
shader = PFX_GlowBlurVertShader;
|
||||
stateBlock = PFX_DefaultStateBlock;
|
||||
texture[0] = "$inTex";
|
||||
target = "$outTex";
|
||||
};
|
||||
|
||||
// Blur horizontally
|
||||
new PostEffect()
|
||||
{
|
||||
shader = PFX_GlowBlurHorzShader;
|
||||
stateBlock = PFX_DefaultStateBlock;
|
||||
texture[0] = "$inTex";
|
||||
target = "$outTex";
|
||||
};
|
||||
|
||||
// Upsample and combine with the back buffer.
|
||||
new PostEffect()
|
||||
{
|
||||
shader = PFX_PassthruShader;
|
||||
stateBlock = PFX_GlowCombineStateBlock;
|
||||
texture[0] = "$inTex";
|
||||
target = "$backBuffer";
|
||||
};
|
||||
};
|
||||
|
||||
singleton ShaderData( PFX_VolFogGlowBlurVertShader )
|
||||
{
|
||||
DXVertexShaderFile = "./glowBlurV.hlsl";
|
||||
|
|
|
|||
|
|
@ -48,7 +48,7 @@ singleton PostEffect( TurbulencePostFX )
|
|||
allowReflectPass = true;
|
||||
|
||||
renderTime = "PFXAfterDiffuse";
|
||||
renderBin = "GlowBin";
|
||||
renderBin = "FogBin";
|
||||
renderPriority = 0.5; // Render after the glows themselves
|
||||
|
||||
shader = PFX_TurbulenceShader;
|
||||
|
|
|
|||
|
|
@ -79,10 +79,7 @@ function initRenderManager()
|
|||
DiffuseRenderPassManager.addManager( new RenderTranslucentMgr(TranslucentBin){ renderOrder = 1.4; processAddOrder = 1.4; } );
|
||||
|
||||
DiffuseRenderPassManager.addManager(new RenderObjectMgr(FogBin){ bintype = "ObjectVolumetricFog"; renderOrder = 1.45; processAddOrder = 1.45; } );
|
||||
|
||||
// Note that the GlowPostFx is triggered after this bin.
|
||||
DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } );
|
||||
|
||||
|
||||
// We render any editor stuff from this bin. Note that the HDR is
|
||||
// completed before this bin to keep editor elements from tone mapping.
|
||||
DiffuseRenderPassManager.addManager( new RenderObjectMgr(EditorBin) { bintype = "Editor"; renderOrder = 1.6; processAddOrder = 1.6; } );
|
||||
|
|
|
|||
Loading…
Reference in a new issue