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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. |
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| .. | ||
| pc | ||
| d3dx9Functions.h | ||
| gfxD3D9CardProfiler.cpp | ||
| gfxD3D9CardProfiler.h | ||
| gfxD3D9Cubemap.cpp | ||
| gfxD3D9Cubemap.h | ||
| gfxD3D9Device.cpp | ||
| gfxD3D9Device.h | ||
| gfxD3D9Device.regen-states.cpp | ||
| gfxD3D9EnumTranslate.h | ||
| gfxD3D9OcclusionQuery.cpp | ||
| gfxD3D9OcclusionQuery.h | ||
| gfxD3D9PrimitiveBuffer.cpp | ||
| gfxD3D9PrimitiveBuffer.h | ||
| gfxD3D9QueryFence.cpp | ||
| gfxD3D9QueryFence.h | ||
| gfxD3D9Shader.cpp | ||
| gfxD3D9Shader.h | ||
| gfxD3D9StateBlock.cpp | ||
| gfxD3D9StateBlock.h | ||
| gfxD3D9TextureManager.cpp | ||
| gfxD3D9TextureManager.h | ||
| gfxD3D9TextureObject.cpp | ||
| gfxD3D9TextureObject.h | ||
| gfxD3D9VertexBuffer.cpp | ||
| gfxD3D9VertexBuffer.h | ||
| screenshotD3D9.cpp | ||
| screenshotD3D9.h | ||
| videoCaptureD3D9.cpp | ||
| videoCaptureD3D9.h | ||