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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 14:44:36 +00:00
shift capturing from a globalMacro to a sceneRenderstate S32
lets us ditch shader recompilation so that can be done on the fly without hitches, though does cost us a per-shader const for objects and postfx
This commit is contained in:
parent
71e0626ec2
commit
fe26ffc375
13 changed files with 69 additions and 101 deletions
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@ -328,6 +328,7 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
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shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
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shaderConsts->setSafe(rpd->shaderHandles.mDampnessSC, MATMGR->getDampnessClamped());
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shaderConsts->setSafe(rpd->shaderHandles.mIsCapturingSC, state ? (S32)state->isCapturing() : 0);
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return true;
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}
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@ -115,6 +115,8 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/)
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// MFT_HardwareSkinning
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mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
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mIsCapturingSC = shader->getShaderConstHandle(ShaderGenVars::isCapturing);
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// Clear any existing texture handles.
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dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
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if(mat)
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@ -1093,6 +1095,8 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
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shaderConsts->setSafe(handles->mDampnessSC, MATMGR->getDampnessClamped());
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shaderConsts->setSafe(handles->mIsCapturingSC, (S32)state->isCapturing());
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// If the shader constants have not been lost then
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// they contain the content from a previous render pass.
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//
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@ -104,6 +104,7 @@ public:
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GFXShaderConstHandle* mNodeTransforms;
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GFXShaderConstHandle* mIsCapturingSC;
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struct customHandleData
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{
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StringTableEntry handleName;
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@ -498,7 +498,8 @@ PostEffect::PostEffect()
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mMatCameraToWorldSC( NULL),
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mInvCameraTransSC(NULL),
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mMatCameraToScreenSC(NULL),
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mMatScreenToCameraSC(NULL)
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mMatScreenToCameraSC(NULL),
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mIsCapturingSC(NULL)
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{
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dMemset( mTexSRGB, 0, sizeof(bool) * NumTextures);
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dMemset( mActiveTextures, 0, sizeof( GFXTextureObject* ) * NumTextures );
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@ -798,8 +799,12 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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mInvCameraTransSC = mShader->getShaderConstHandle("$invCameraTrans");
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mMatCameraToScreenSC = mShader->getShaderConstHandle("$cameraToScreen");
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mMatScreenToCameraSC = mShader->getShaderConstHandle("$screenToCamera");
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mIsCapturingSC = mShader->getShaderConstHandle("$isCapturing");
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}
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if (mIsCapturingSC->isValid())
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mShaderConsts->set(mIsCapturingSC, (S32)state->isCapturing());
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// Set up shader constants for source image size
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if ( mRTSizeSC->isValid() )
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{
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@ -164,6 +164,8 @@ protected:
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GFXShaderConstHandle *mMatCameraToScreenSC;
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GFXShaderConstHandle *mMatScreenToCameraSC;
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GFXShaderConstHandle* mIsCapturingSC;
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bool mAllowReflectPass;
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/// If true update the shader.
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@ -503,47 +503,13 @@ void RenderProbeMgr::reloadTextures()
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void RenderProbeMgr::preBake()
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{
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RenderProbeMgr::smBakeReflectionProbes = true;
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GFXShader::addGlobalMacro("CAPTURING", String("1"));
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//Con::setVariable("$Probes::Capturing", "1");
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mRenderMaximumNumOfLights = AdvancedLightBinManager::smMaximumNumOfLights;
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mRenderUseLightFade = AdvancedLightBinManager::smUseLightFade;
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AdvancedLightBinManager::smMaximumNumOfLights = -1;
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AdvancedLightBinManager::smUseLightFade = false;
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//kickstart rendering
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LightManager* lm = LIGHTMGR;
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if (lm)
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{
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SceneManager* sm = lm->getSceneManager();
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if (sm && sm->getContainer() == &gClientContainer)
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{
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lm->deactivate();
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lm->activate(sm);
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}
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}
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Con::setBoolVariable("$ReflectionProbes::Capturing", RenderProbeMgr::smBakeReflectionProbes);
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}
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void RenderProbeMgr::postBake()
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{
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RenderProbeMgr::smBakeReflectionProbes = false;
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GFXShader::addGlobalMacro("CAPTURING", String("0"));
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//Con::setVariable("$Probes::Capturing", "0");
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AdvancedLightBinManager::smMaximumNumOfLights = mRenderMaximumNumOfLights;
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AdvancedLightBinManager::smUseLightFade = mRenderUseLightFade;
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//kickstart rendering
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LightManager* lm = LIGHTMGR;
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if (lm)
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{
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SceneManager* sm = lm->getSceneManager();
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if (sm && sm->getContainer() == &gClientContainer)
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{
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lm->deactivate();
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lm->activate(sm);
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}
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}
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Con::setBoolVariable("$ReflectionProbes::Capturing", RenderProbeMgr::smBakeReflectionProbes);
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}
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void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
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@ -223,6 +223,7 @@ class SceneRenderState
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/// Returns true if this is not one of the other rendering passes.
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bool isOtherPass() const { return mScenePassType >= SPT_Other; }
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bool isCapturing() const { return Con::getBoolVariable("$ReflectionProbes::Capturing", false); };
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/// @}
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/// @name Render Style
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@ -74,6 +74,8 @@ const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
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const String ShaderGenVars::vectorLightColor("$vectorLightColor");
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const String ShaderGenVars::vectorLightBrightness("$vectorLightBrightness");
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const String ShaderGenVars::isCapturing("$isCapturing");
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const String ShaderGenVars::ormConfig("$ORMConfig");
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const String ShaderGenVars::roughness("$roughness");
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const String ShaderGenVars::metalness("$metalness");
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@ -86,6 +86,8 @@ struct ShaderGenVars
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const static String vectorLightColor;
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const static String vectorLightBrightness;
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const static String isCapturing;
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const static String ormConfig;
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const static String roughness;
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const static String metalness;
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