Torque3D/Engine/source/materials/matTextureTarget.cpp
Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size )  to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)

Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.

Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 02:50:49 -06:00

148 lines
4.2 KiB
C++

//-----------------------------------------------------------------------------
// 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 "materials/matTextureTarget.h"
#include "console/console.h"
#include "platform/profiler.h"
#include "shaderGen/conditionerFeature.h"
#include "gfx/gfxTextureObject.h"
#include "gfx/gfxStructs.h"
NamedTexTarget::TargetMap NamedTexTarget::smTargets;
bool NamedTexTarget::registerWithName( const String &name )
{
if ( mIsRegistered )
{
// If we're already registered with
// this name then do nothing.
if ( mName == name )
return true;
// Else unregister ourselves first.
unregister();
}
// Make sure the target name isn't empty or already taken.
if ( name.isEmpty())
{
Con::errorf("NamedTexTarget::registerWithName( const String &name ) No name given!");
return false;
}
if (smTargets.contains( name ) )
{
Con::errorf("NamedTexTarget::registerWithName( %s ) Already used!", name.c_str());
return false;
}
mName = name;
mIsRegistered = true;
smTargets.insert( mName, this );
return true;
}
void NamedTexTarget::unregister()
{
if ( !mIsRegistered )
return;
TargetMap::Iterator iter = smTargets.find( mName );
AssertFatal( iter != smTargets.end() &&
iter->value == this,
"NamedTexTarget::unregister - Bad registration!" );
mIsRegistered = false;
mName = String::EmptyString;
smTargets.erase( iter );
}
NamedTexTarget* NamedTexTarget::find( const String &name )
{
PROFILE_SCOPE( NamedTexTarget_find );
TargetMap::Iterator iter = smTargets.find( name );
if ( iter != smTargets.end() )
return iter->value;
else
return NULL;
}
NamedTexTarget::NamedTexTarget()
: mViewport( RectI::One ),
mIsRegistered( false ),
mConditioner( NULL )
{
}
NamedTexTarget::~NamedTexTarget()
{
unregister();
}
void NamedTexTarget::setTexture( U32 index, GFXTextureObject *tex )
{
AssertFatal( index < 4, "NamedTexTarget::setTexture - Got invalid index!" );
mTex[index] = tex;
}
void NamedTexTarget::release()
{
mTex[0] = NULL;
mTex[1] = NULL;
mTex[2] = NULL;
mTex[3] = NULL;
}
void NamedTexTarget::getShaderMacros( Vector<GFXShaderMacro> *outMacros )
{
ConditionerFeature *cond = getConditioner();
if ( !cond )
return;
// TODO: No check for duplicates is
// going on here which might be a problem?
String targetName = String::ToLower( mName );
// Add both the condition and uncondition macros.
const String &condMethod = cond->getShaderMethodName( ConditionerFeature::ConditionMethod );
if ( condMethod.isNotEmpty() )
{
GFXShaderMacro macro;
macro.name = targetName + "Condition";
macro.value = condMethod;
outMacros->push_back( macro );
}
const String &uncondMethod = cond->getShaderMethodName( ConditionerFeature::UnconditionMethod );
if ( uncondMethod.isNotEmpty() )
{
GFXShaderMacro macro;
macro.name = targetName + "Uncondition";
macro.value = uncondMethod;
outMacros->push_back( macro );
}
}