Merge pull request #1284 from Azaezel/nukeGlow

remove glowbin as it's own render pass
This commit is contained in:
Brian Roberts 2024-05-30 23:18:21 -05:00 committed by GitHub
commit eeb002ce6b
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GPG key ID: B5690EEEBB952194
19 changed files with 44 additions and 510 deletions

View file

@ -261,16 +261,16 @@ void GlowMapGLSL::processPix(Vector<ShaderComponent*>& componentList, const Mate
targ->setType("vec4");
targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
targ->setStructName("OUT");
output = new GenOp("@ = vec4(@.rgb*@,0);", targ, texOp, glowMul);
output = new GenOp("@ = vec4(pow(max(@.rgb*@,0.0),vec3(3.54406804435,3.54406804435,3.54406804435)),0);", targ, texOp, glowMul);
}
else
{
output = new GenOp("@ += vec4(@.rgb*@,0);", targ, texOp, glowMul);
output = new GenOp("@ += vec4(pow(max(@.rgb*@,0.0),vec3(3.54406804435,3.54406804435,3.54406804435)),0);", targ, texOp, glowMul);
}
}
else
{
output = new GenOp("@ += vec4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
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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@ -264,16 +264,16 @@ void GlowMapHLSL::processPix(Vector<ShaderComponent*> &componentList, const Mate
targ->setType("fragout");
targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
targ->setStructName("OUT");
output = new GenOp("@ = float4(@.rgb*@,0);", targ, texOp, glowMul);
output = new GenOp("@ = float4(pow(max(@.rgb*@,0.0),3.54406804435),0);", targ, texOp, glowMul);
}
else
{
output = new GenOp("@ += float4(@.rgb*@,0);", targ, texOp, glowMul);
output = new GenOp("@ += float4(pow(max(@.rgb*@,0.0),3.54406804435),0);", targ, texOp, glowMul);
}
}
else
{
output = new GenOp("@ += float4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
output = new GenOp("@ += float4(pow(max(@.rgb*@,0.0),3.54406804435),@.a);", targ, texOp, glowMul, targ);
}
}

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@ -56,6 +56,7 @@ ImplementFeatureType( MFT_AccuMap, MFG_PreLighting, 2.0f, true );
ImplementFeatureType(MFT_ReflectionProbes, MFG_Lighting, 1.0f, true);
ImplementFeatureType( MFT_RTLighting, MFG_Lighting, 2.0f, true );
ImplementFeatureType( MFT_GlowMap, MFG_Lighting, 3.0f, true );
ImplementFeatureType( MFT_GlowMask, MFG_Lighting, 3.1f, true );
ImplementFeatureType( MFT_LightMap, MFG_Lighting, 4.0f, true );
ImplementFeatureType( MFT_ToneMap, MFG_Lighting, 5.0f, true );
ImplementFeatureType( MFT_VertLitTone, MFG_Lighting, 6.0f, false );
@ -65,8 +66,6 @@ ImplementFeatureType( MFT_SubSurface, MFG_Lighting, 8.0f, true );
ImplementFeatureType( MFT_VertLit, MFG_Lighting, 9.0f, true );
ImplementFeatureType( MFT_MinnaertShading, MFG_Lighting, 10.0f, true );
ImplementFeatureType( MFT_GlowMask, MFG_PostLighting, 1.0f, true );
ImplementFeatureType( MFT_Visibility, MFG_PostLighting, 2.0f, true );
ImplementFeatureType( MFT_Fog, MFG_PostProcess, 3.0f, true );

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@ -197,7 +197,7 @@ void ProcessedMaterial::addStateBlockDesc(const GFXStateBlockDesc& sb)
mUserDefined = sb;
}
void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect)
void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateReflect)
{
// Translucency
stateTranslucent.blendDefined = true;
@ -211,10 +211,6 @@ void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslu
stateTranslucent.alphaTestFunc = GFXCmpGreaterEqual;
stateTranslucent.samplersDefined = true;
// Glow
stateGlow.zDefined = true;
stateGlow.zWriteEnable = false;
// Reflect
stateReflect.cullDefined = true;
stateReflect.cullMode = mMaterial->mDoubleSided ? GFXCullNone : GFXCullCW;
@ -316,11 +312,10 @@ void ProcessedMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockD
void ProcessedMaterial::_initRenderStateStateBlocks( RenderPassData *rpd )
{
GFXStateBlockDesc stateTranslucent;
GFXStateBlockDesc stateGlow;
GFXStateBlockDesc stateReflect;
GFXStateBlockDesc statePass;
_initStateBlockTemplates( stateTranslucent, stateGlow, stateReflect );
_initStateBlockTemplates( stateTranslucent, stateReflect );
_initPassStateBlock( rpd, statePass );
// Ok, we've got our templates set up, let's combine them together based on state and
@ -333,8 +328,6 @@ void ProcessedMaterial::_initRenderStateStateBlocks( RenderPassData *rpd )
stateFinal.addDesc(stateReflect);
if (i & RenderPassData::STATE_TRANSLUCENT)
stateFinal.addDesc(stateTranslucent);
if (i & RenderPassData::STATE_GLOW)
stateFinal.addDesc(stateGlow);
stateFinal.addDesc(statePass);
@ -359,9 +352,6 @@ U32 ProcessedMaterial::_getRenderStateIndex( const SceneRenderState *sceneState,
// For example sgData.visibility would be bad to use
// in here without changing how RenderMeshMgr works.
if ( sgData.binType == SceneData::GlowBin )
currState |= RenderPassData::STATE_GLOW;
if ( sceneState && sceneState->isReflectPass() )
currState |= RenderPassData::STATE_REFLECT;

View file

@ -98,9 +98,8 @@ public:
{
STATE_REFLECT = 1,
STATE_TRANSLUCENT = 2,
STATE_GLOW = 4,
STATE_WIREFRAME = 8,
STATE_MAX = 16
STATE_WIREFRAME = 4,
STATE_MAX = 8
};
///
@ -301,7 +300,7 @@ protected:
/// @{
/// Creates the default state block templates, used by initStateBlocks.
virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect);
virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateReflect);
/// Does the base render state block setting, normally per pass.
virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc& result);

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@ -348,7 +348,6 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
//
if ( features.hasFeature( MFT_UseInstancing ) &&
mMaxStages == 1 &&
!mMaterial->mGlow[0] &&
shaderVersion >= 3.0f )
fd.features.addFeature( MFT_UseInstancing );
@ -520,6 +519,9 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
if ( mMaterial->mVertColor[ stageNum ] &&
mVertexFormat->hasColor() )
fd.features.addFeature( MFT_DiffuseVertColor );
if (mMaterial->mGlow[stageNum])
fd.features.addFeature(MFT_GlowMask);
// Allow features to add themselves.
for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )

View file

@ -45,10 +45,6 @@ struct SceneData
/// the special bins we care about.
RegularBin = 0,
/// The glow render bin.
/// @see RenderGlowMgr
GlowBin,
/// The deferred render bin.
/// @RenderDeferredMgr
DeferredBin,

View file

@ -683,7 +683,8 @@ void ProcessedDeferredMaterial::_determineFeatures( U32 stageNum,
type == MFT_UseInstancing ||
type == MFT_DiffuseVertColor ||
type == MFT_DetailMap ||
type == MFT_DiffuseMapAtlas)
type == MFT_DiffuseMapAtlas||
type == MFT_GlowMask)
newFeatures.addFeature( type );
// Add any transform features.

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@ -1,282 +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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "renderInstance/renderGlowMgr.h"
#include "renderInstance/renderParticleMgr.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "materials/sceneData.h"
#include "materials/matInstance.h"
#include "materials/materialFeatureTypes.h"
#include "materials/processedMaterial.h"
#include "postFx/postEffect.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDebugEvent.h"
#include "math/util/matrixSet.h"
IMPLEMENT_CONOBJECT( RenderGlowMgr );
ConsoleDocClass( RenderGlowMgr,
"@brief A render bin for the glow pass.\n\n"
"When the glow buffer PostEffect is enabled this bin gathers mesh render "
"instances with glow materials and renders them to the #glowbuffer offscreen "
"render target.\n\n"
"This render target is then used by the 'GlowPostFx' PostEffect to blur and "
"render the glowing portions of the screen.\n\n"
"@ingroup RenderBin\n" );
const MatInstanceHookType RenderGlowMgr::GlowMaterialHook::Type( "Glow" );
RenderGlowMgr::GlowMaterialHook::GlowMaterialHook( BaseMatInstance *matInst )
: mGlowMatInst( NULL )
{
mGlowMatInst = (MatInstance*)matInst->getMaterial()->createMatInstance();
mGlowMatInst->getFeaturesDelegate().bind( &GlowMaterialHook::_overrideFeatures );
mGlowMatInst->setUserObject(matInst->getUserObject());
mGlowMatInst->init( matInst->getRequestedFeatures(),
matInst->getVertexFormat() );
}
RenderGlowMgr::GlowMaterialHook::~GlowMaterialHook()
{
SAFE_DELETE( mGlowMatInst );
}
void RenderGlowMgr::GlowMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
U32 stageNum,
MaterialFeatureData &fd,
const FeatureSet &features )
{
// If this isn't a glow pass... then add the glow mask feature.
if ( mat->getMaterial() &&
!mat->getMaterial()->mGlow[stageNum] )
fd.features.addFeature( MFT_GlowMask );
// Don't allow fog or HDR encoding on
// the glow materials.
fd.features.removeFeature( MFT_Fog );
fd.features.addFeature( MFT_Imposter );
}
RenderGlowMgr::RenderGlowMgr()
: RenderTexTargetBinManager( RenderPassManager::RIT_Mesh,
1.0f,
1.0f,
GFXFormatR8G8B8A8,
Point2I( 512, 512 ) )
{
notifyType( RenderPassManager::RIT_Decal );
notifyType( RenderPassManager::RIT_DecalRoad );
notifyType( RenderPassManager::RIT_Translucent );
notifyType( RenderPassManager::RIT_Particle );
mParticleRenderMgr = NULL;
mNamedTarget.registerWithName( "glowbuffer" );
mTargetSizeType = WindowSize;
}
RenderGlowMgr::~RenderGlowMgr()
{
}
PostEffect* RenderGlowMgr::getGlowEffect()
{
if ( !mGlowEffect )
mGlowEffect = dynamic_cast<PostEffect*>( Sim::findObject( "GlowPostFx" ) );
return mGlowEffect;
}
bool RenderGlowMgr::isGlowEnabled()
{
return getGlowEffect() && getGlowEffect()->isEnabled();
}
void RenderGlowMgr::addElement( RenderInst *inst )
{
// Skip out if we don't have the glow post
// effect enabled at this time.
if ( !isGlowEnabled() )
return;
// TODO: We need to get the scene state here in a more reliable
// manner so we can skip glow in a non-diffuse render pass.
//if ( !mParentManager->getSceneManager()->getSceneState()->isDiffusePass() )
//return RenderBinManager::arSkipped;
ParticleRenderInst *particleInst = NULL;
if(inst->type == RenderPassManager::RIT_Particle)
particleInst = static_cast<ParticleRenderInst*>(inst);
if(particleInst && particleInst->glow)
{
internalAddElement(inst);
return;
}
// Skip it if we don't have a glowing material.
BaseMatInstance *matInst = getMaterial( inst );
if ( !matInst || !matInst->hasGlow() )
return;
internalAddElement(inst);
}
void RenderGlowMgr::render( SceneRenderState *state )
{
PROFILE_SCOPE( RenderGlowMgr_Render );
if ( !isGlowEnabled() )
return;
const U32 binSize = mElementList.size();
// If this is a non-diffuse pass or we have no objects to
// render then tell the effect to skip rendering.
if ( !state->isDiffusePass() || binSize == 0 )
{
getGlowEffect()->setSkip( true );
return;
}
GFXDEBUGEVENT_SCOPE( RenderGlowMgr_Render, ColorI::GREEN );
GFXTransformSaver saver;
// Respect the current viewport
mNamedTarget.setViewport(GFX->getViewport());
// Tell the superclass we're about to render, preserve contents
const bool isRenderingToTarget = _onPreRender( state, true );
// Clear all the buffers to black.
GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0);
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
matrixSet.restoreSceneViewProjection();
// init loop data
SceneData sgData;
sgData.init( state, SceneData::GlowBin );
for( U32 j=0; j<binSize; )
{
RenderInst *_ri = mElementList[j].inst;
if(_ri->type == RenderPassManager::RIT_Particle)
{
// Find the particle render manager (if we don't have it)
if(mParticleRenderMgr == NULL)
{
RenderPassManager *rpm = state->getRenderPass();
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
{
RenderBinManager *bin = rpm->getManager(i);
if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
{
mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
break;
}
}
}
ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(_ri);
GFX->setStateBlock(mParticleRenderMgr->_getHighResStateBlock(ri));
mParticleRenderMgr->_getShaderConsts().mShaderConsts->setSafe(mParticleRenderMgr->_getShaderConsts().mModelViewProjSC, *ri->modelViewProj);
mParticleRenderMgr->renderParticle(ri, state);
j++;
continue;
}
MeshRenderInst *ri = static_cast<MeshRenderInst*>(_ri);
setupSGData( ri, sgData );
BaseMatInstance *mat = ri->matInst;
GlowMaterialHook *hook = mat->getHook<GlowMaterialHook>();
if ( !hook )
{
hook = new GlowMaterialHook( ri->matInst );
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 );
}

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@ -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_

View file

@ -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"

View file

@ -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
//****************************************************************************

View file

@ -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";

View file

@ -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
//****************************************************************************

View file

@ -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";

View file

@ -407,7 +407,7 @@ singleton PostEffect( DepthOfFieldPostFX )
enabled = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
renderBin = "FogBin";
renderPriority = 0.1;
shader = PFX_DOFDownSampleShader;

View file

@ -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";

View file

@ -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;

View file

@ -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; } );