Torque3D/Engine/source/shaderGen/HLSL
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
..
accuFeatureHLSL.cpp 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
accuFeatureHLSL.h cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar. 2014-12-21 14:07:42 -06:00
bumpHLSL.cpp Merge pull request #719 from rextimmy/dxtnm-parallax-fix 2015-08-27 23:59:20 -05:00
bumpHLSL.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
depthHLSL.cpp depth correction 2014-12-22 17:58:12 -06:00
depthHLSL.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
paraboloidHLSL.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
paraboloidHLSL.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
pixSpecularHLSL.cpp fixed also on DirectX 2014-12-19 12:25:18 +01:00
pixSpecularHLSL.h virtual processVert also on directx 2014-12-19 12:25:56 +01:00
shaderCompHLSL.cpp Changes on ShaderGen for generate GLSL shaders. 2014-11-08 18:40:33 +01:00
shaderCompHLSL.h Changes on ShaderGen for generate GLSL shaders. 2014-11-08 18:40:33 +01:00
shaderFeatureHLSL.cpp engine: 2016-02-16 02:23:23 -06:00
shaderFeatureHLSL.h engine: 2016-02-16 02:23:23 -06:00
shaderGenHLSL.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shaderGenHLSL.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
shaderGenHLSLInit.cpp engine: 2016-02-16 02:23:23 -06:00