Torque3D/Engine/source/shaderGen
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
..
GLSL The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
HLSL The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: 2016-02-16 02:50:49 -06:00
conditionerFeature.cpp Fix GLSL out fragment shader color. 2014-11-30 05:32:40 +01:00
conditionerFeature.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
featureMgr.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
featureMgr.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
featureSet.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
featureSet.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
featureType.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
featureType.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
langElement.cpp Fix member vars left uninitialized in constructors 2015-02-20 18:41:51 -05:00
langElement.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shaderComp.cpp Fix member vars left uninitialized in constructors 2015-02-20 18:41:51 -05:00
shaderComp.h Changes on ShaderGen for generate GLSL shaders. 2014-11-08 18:40:33 +01:00
shaderDependency.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shaderDependency.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shaderFeature.cpp engine: 2016-02-16 02:23:23 -06:00
shaderFeature.h Fix: Added missing virtual destructors for classes with virtual functions. 2014-05-06 12:40:46 +04:00
shaderGen.cpp cuts the shadergen hashkey generator down from a 64 bit to a 32 bit key. 2015-09-30 22:51:59 -05:00
shaderGen.h Changes for get necesary sampler names for OpenGL shaders. 2014-11-08 18:31:14 +01:00
shaderGenVars.cpp engine: 2016-02-16 02:23:23 -06:00
shaderGenVars.h engine: 2016-02-16 02:23:23 -06:00
shaderOp.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shaderOp.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00