Phase 1: buffers
engine:
provides the following hooks and methods
A) render target "color", and "matinfo". these correspond to texture[0] = "#color"; texture[2] = "#matinfo"; entries in scripts
B) utilizes the independentMrtBitDepth method added GarageGames#857 to set color to an 8RGBA if cards support it
C) adds an RenderPrePassMgr::_initShaders() method to support void RenderPrePassMgr::clearBuffers(). This operates as a pseudo-postfx by rendering a veiwspace plane which fills the screen, then calls a shader which fills both the introduced rendertarget buffers and the prepass buffer to relevant defaults (white with full alpha for prepass, black with full alpha for color and material respectively)
script:
\game\tools\worldEditor\main.cs adds additional hooks similar to GarageGames#863 for colorbuffer, specular map, and backbuffer display
\game\core\scripts\client\lighting\advanced\deferredShading.cs adds the clearbuffer shader, visualizers, and the ShaderData( AL_DeferredShader ) + PostEffect( AL_DeferredShading ) which combine the various buffers into the output which reaches the screen under normal conditions, as well as the extended debug visualizers.
again, note the lines
texture[0] = "#color";
texture[1] = "#lightinfo";
texture[2] = "#matinfo";
target = "$backBuffer";
in particular for the core tie-in.
shader:
\game\shaders\common\lighting\advanced\deferredColorShaderP.hlsl
\game\shaders\common\lighting\advanced\gl\deferredClearGBufferP.glsl
the previously mentioned shaders which clear the buffers to specified colors
\game\shaders\common\lighting\advanced\deferredShadingP.hlsl
\game\shaders\common\lighting\advanced\gl\deferredShadingP.glsl
the tie-in shaders
the rest are visualizers
purpose: to expose methodology that allows one to render color, lighting and material information such as specular and gloss which effect the result of both when combined
long term intent: the previous prepass lighting methodology while serviceable, unfortunately had the side effect of throwing out raw color information required by more modern pipelines and methodologies. This preserves that data while also allowing the manipulation to occur only on a screenspace (or reflected speudo-screenspace) basis.
Seems to work fine for me. May be able to use some additional refinement later, but this seems more reliable than the hardcoded value that's in there now.
Players scaled after their creation have collision issues with terrain.
Changing this bit of code fixes those issues for downsized players, even
when shrunk to 10% of their original size.
Caused by a wrong target size. (probably it was ok on the very old OpenGL 1.5 version)
Before fix, wrong behaviour:
http://goo.gl/dik7Ia
After fix, all right:
http://goo.gl/IsrckM
attackradius - seperate value/callbacks to allow AI to be coded to move and shoot.
slowdown triggered by 2x movetolerance rather than a fixed 5 untis.
void AIPlayer::updateMove(const Move* move) - 'lag' correction.
getTargetDistance - c side distance calculation with enabled option.