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remove glowbin as it's own render pass

AzaezelX преди 1 година
родител
ревизия
56e4484ff6

+ 3 - 3
Engine/source/lighting/advanced/glsl/deferredShadingFeaturesGLSL.cpp

@@ -261,16 +261,16 @@ void GlowMapGLSL::processPix(Vector<ShaderComponent*>& componentList, const Mate
          targ->setType("vec4");
          targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
          targ->setStructName("OUT");
-         output = new GenOp("@ = vec4(@.rgb*@,0);", targ, texOp, glowMul);
+         output = new GenOp("@ = vec4(pow(max(@.rgb*@,0.0),vec3(3.54406804435,3.54406804435,3.54406804435)),0);", targ, texOp, glowMul);
       }
       else
       {
-         output = new GenOp("@ += vec4(@.rgb*@,0);", targ, texOp, glowMul);
+         output = new GenOp("@ += vec4(pow(max(@.rgb*@,0.0),vec3(3.54406804435,3.54406804435,3.54406804435)),0);", targ, texOp, glowMul);
       }
    }
    else
    {
-      output = new GenOp("@ += vec4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
+      output = new GenOp("@ += vec4(pow(max(@.rgb*@,0.0),vec3(3.54406804435,3.54406804435,3.54406804435)),@.a);", targ, texOp, glowMul, targ);
    }
 
 }

+ 3 - 3
Engine/source/lighting/advanced/hlsl/deferredShadingFeaturesHLSL.cpp

@@ -264,16 +264,16 @@ void GlowMapHLSL::processPix(Vector<ShaderComponent*> &componentList, const Mate
          targ->setType("fragout");
          targ->setName(getOutputTargetVarName(ShaderFeature::RenderTarget3));
          targ->setStructName("OUT");
-         output = new GenOp("@ = float4(@.rgb*@,0);", targ, texOp, glowMul);
+         output = new GenOp("@ = float4(pow(max(@.rgb*@,0.0),3.54406804435),0);", targ, texOp, glowMul);
       }
       else
       {
-         output = new GenOp("@ += float4(@.rgb*@,0);", targ, texOp, glowMul);
+         output = new GenOp("@ += float4(pow(max(@.rgb*@,0.0),3.54406804435),0);", targ, texOp, glowMul);
       }
    }
    else
    {
-      output = new GenOp("@ += float4(@.rgb*@,@.a);", targ, texOp, glowMul, targ);
+      output = new GenOp("@ += float4(pow(max(@.rgb*@,0.0),3.54406804435),@.a);", targ, texOp, glowMul, targ);
    }
 
 }

+ 1 - 2
Engine/source/materials/materialFeatureTypes.cpp

@@ -56,6 +56,7 @@ ImplementFeatureType( MFT_AccuMap, MFG_PreLighting, 2.0f, true );
 ImplementFeatureType(MFT_ReflectionProbes, MFG_Lighting, 1.0f, true);
 ImplementFeatureType( MFT_RTLighting, MFG_Lighting, 2.0f, true );
 ImplementFeatureType( MFT_GlowMap, MFG_Lighting, 3.0f, true );
+ImplementFeatureType( MFT_GlowMask, MFG_Lighting, 3.1f, true );
 ImplementFeatureType( MFT_LightMap, MFG_Lighting, 4.0f, true );
 ImplementFeatureType( MFT_ToneMap, MFG_Lighting, 5.0f, true );
 ImplementFeatureType( MFT_VertLitTone, MFG_Lighting, 6.0f, false );
@@ -65,8 +66,6 @@ ImplementFeatureType( MFT_SubSurface, MFG_Lighting, 8.0f, true );
 ImplementFeatureType( MFT_VertLit, MFG_Lighting, 9.0f, true );
 ImplementFeatureType( MFT_MinnaertShading, MFG_Lighting, 10.0f, true );
 
-
-ImplementFeatureType( MFT_GlowMask, MFG_PostLighting, 1.0f, true );
 ImplementFeatureType( MFT_Visibility, MFG_PostLighting, 2.0f, true );
 ImplementFeatureType( MFT_Fog, MFG_PostProcess, 3.0f, true );
 

+ 2 - 12
Engine/source/materials/processedMaterial.cpp

@@ -197,7 +197,7 @@ void ProcessedMaterial::addStateBlockDesc(const GFXStateBlockDesc& sb)
    mUserDefined = sb;
 }
 
-void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect)
+void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateReflect)
 {
    // Translucency   
    stateTranslucent.blendDefined = true;
@@ -211,10 +211,6 @@ void ProcessedMaterial::_initStateBlockTemplates(GFXStateBlockDesc& stateTranslu
    stateTranslucent.alphaTestFunc = GFXCmpGreaterEqual;
    stateTranslucent.samplersDefined = true;
 
-   // Glow   
-   stateGlow.zDefined = true;
-   stateGlow.zWriteEnable = false;
-
    // Reflect   
    stateReflect.cullDefined = true;
    stateReflect.cullMode = mMaterial->mDoubleSided ? GFXCullNone : GFXCullCW;
@@ -316,11 +312,10 @@ void ProcessedMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockD
 void ProcessedMaterial::_initRenderStateStateBlocks( RenderPassData *rpd )
 {
    GFXStateBlockDesc stateTranslucent;
-   GFXStateBlockDesc stateGlow;
    GFXStateBlockDesc stateReflect;
    GFXStateBlockDesc statePass;
 
-   _initStateBlockTemplates( stateTranslucent, stateGlow, stateReflect );
+   _initStateBlockTemplates( stateTranslucent, stateReflect );
    _initPassStateBlock( rpd, statePass );
 
    // Ok, we've got our templates set up, let's combine them together based on state and
@@ -333,8 +328,6 @@ void ProcessedMaterial::_initRenderStateStateBlocks( RenderPassData *rpd )
          stateFinal.addDesc(stateReflect);
       if (i & RenderPassData::STATE_TRANSLUCENT)
          stateFinal.addDesc(stateTranslucent);
-      if (i & RenderPassData::STATE_GLOW)
-         stateFinal.addDesc(stateGlow);
 
       stateFinal.addDesc(statePass);
 
@@ -359,9 +352,6 @@ U32 ProcessedMaterial::_getRenderStateIndex( const SceneRenderState *sceneState,
    // For example sgData.visibility would be bad to use
    // in here without changing how RenderMeshMgr works.
 
-   if ( sgData.binType == SceneData::GlowBin )
-      currState |= RenderPassData::STATE_GLOW;
-
    if ( sceneState && sceneState->isReflectPass() )
       currState |= RenderPassData::STATE_REFLECT;
 

+ 3 - 4
Engine/source/materials/processedMaterial.h

@@ -98,9 +98,8 @@ public:
    {
       STATE_REFLECT = 1,
       STATE_TRANSLUCENT = 2,
-      STATE_GLOW = 4,      
-      STATE_WIREFRAME = 8,
-      STATE_MAX = 16
+      STATE_WIREFRAME = 4,
+      STATE_MAX = 8
    };
 
    ///
@@ -301,7 +300,7 @@ protected:
    /// @{
 
    /// Creates the default state block templates, used by initStateBlocks.
-   virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect);
+   virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateReflect);
 
    /// Does the base render state block setting, normally per pass.
    virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc& result);

+ 3 - 1
Engine/source/materials/processedShaderMaterial.cpp

@@ -348,7 +348,6 @@ void ProcessedShaderMaterial::_determineFeatures(  U32 stageNum,
    //
    if (  features.hasFeature( MFT_UseInstancing ) &&
          mMaxStages == 1 &&
-         !mMaterial->mGlow[0] &&
          shaderVersion >= 3.0f )
       fd.features.addFeature( MFT_UseInstancing );
 
@@ -520,6 +519,9 @@ void ProcessedShaderMaterial::_determineFeatures(  U32 stageNum,
    if (  mMaterial->mVertColor[ stageNum ] &&
          mVertexFormat->hasColor() )
       fd.features.addFeature( MFT_DiffuseVertColor );
+   
+   if (mMaterial->mGlow[stageNum])
+      fd.features.addFeature(MFT_GlowMask);
 
    // Allow features to add themselves.
    for ( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )

+ 0 - 4
Engine/source/materials/sceneData.h

@@ -45,10 +45,6 @@ struct SceneData
       /// the special bins we care about.
       RegularBin = 0,
 
-      /// The glow render bin.
-      /// @see RenderGlowMgr
-      GlowBin,
-
       /// The deferred render bin.
       /// @RenderDeferredMgr
       DeferredBin,

+ 2 - 1
Engine/source/renderInstance/renderDeferredMgr.cpp

@@ -683,7 +683,8 @@ void ProcessedDeferredMaterial::_determineFeatures( U32 stageNum,
                   type == MFT_UseInstancing ||
                   type == MFT_DiffuseVertColor ||
                   type == MFT_DetailMap ||
-                  type == MFT_DiffuseMapAtlas)
+                  type == MFT_DiffuseMapAtlas||
+                  type == MFT_GlowMask)
          newFeatures.addFeature( type );
 
       // Add any transform features.

+ 0 - 282
Engine/source/renderInstance/renderGlowMgr.cpp

@@ -1,282 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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 "renderInstance/renderGlowMgr.h"
-#include "renderInstance/renderParticleMgr.h"
-
-#include "scene/sceneManager.h"
-#include "scene/sceneRenderState.h"
-#include "materials/sceneData.h"
-#include "materials/matInstance.h"
-#include "materials/materialFeatureTypes.h"
-#include "materials/processedMaterial.h"
-#include "postFx/postEffect.h"
-#include "gfx/gfxTransformSaver.h"
-#include "gfx/gfxDebugEvent.h"
-#include "math/util/matrixSet.h"
-
-IMPLEMENT_CONOBJECT( RenderGlowMgr );
-
-
-ConsoleDocClass( RenderGlowMgr, 
-   "@brief A render bin for the glow pass.\n\n"
-   "When the glow buffer PostEffect is enabled this bin gathers mesh render "
-   "instances with glow materials and renders them to the #glowbuffer offscreen "
-   "render target.\n\n"
-   "This render target is then used by the 'GlowPostFx' PostEffect to blur and "
-   "render the glowing portions of the screen.\n\n"
-   "@ingroup RenderBin\n" );
-
-const MatInstanceHookType RenderGlowMgr::GlowMaterialHook::Type( "Glow" );
-
-
-RenderGlowMgr::GlowMaterialHook::GlowMaterialHook( BaseMatInstance *matInst )
-   : mGlowMatInst( NULL )
-{
-   mGlowMatInst = (MatInstance*)matInst->getMaterial()->createMatInstance();
-   mGlowMatInst->getFeaturesDelegate().bind( &GlowMaterialHook::_overrideFeatures );
-   mGlowMatInst->setUserObject(matInst->getUserObject());
-   mGlowMatInst->init(  matInst->getRequestedFeatures(), 
-                        matInst->getVertexFormat() );
-}
-
-RenderGlowMgr::GlowMaterialHook::~GlowMaterialHook()
-{
-   SAFE_DELETE( mGlowMatInst );
-}
-
-void RenderGlowMgr::GlowMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
-                                                         U32 stageNum,
-                                                         MaterialFeatureData &fd, 
-                                                         const FeatureSet &features )
-{
-   // If this isn't a glow pass... then add the glow mask feature.
-   if (  mat->getMaterial() && 
-         !mat->getMaterial()->mGlow[stageNum] )
-      fd.features.addFeature( MFT_GlowMask );
-
-   // Don't allow fog or HDR encoding on 
-   // the glow materials.
-   fd.features.removeFeature( MFT_Fog );
-   fd.features.addFeature( MFT_Imposter );
-}
-
-RenderGlowMgr::RenderGlowMgr()
-   : RenderTexTargetBinManager(  RenderPassManager::RIT_Mesh, 
-                                 1.0f, 
-                                 1.0f,
-                                 GFXFormatR8G8B8A8,
-                                 Point2I( 512, 512 ) )
-{
-   notifyType( RenderPassManager::RIT_Decal );
-   notifyType( RenderPassManager::RIT_DecalRoad );
-   notifyType( RenderPassManager::RIT_Translucent );
-   notifyType( RenderPassManager::RIT_Particle );
-
-   mParticleRenderMgr = NULL;
-
-   mNamedTarget.registerWithName( "glowbuffer" );
-   mTargetSizeType = WindowSize;
-}
-
-RenderGlowMgr::~RenderGlowMgr()
-{
-}
-
-PostEffect* RenderGlowMgr::getGlowEffect()
-{
-   if ( !mGlowEffect )
-      mGlowEffect = dynamic_cast<PostEffect*>( Sim::findObject( "GlowPostFx" ) );
-   
-   return mGlowEffect;
-}
-
-bool RenderGlowMgr::isGlowEnabled()
-{
-   return getGlowEffect() && getGlowEffect()->isEnabled();
-}
-
-void RenderGlowMgr::addElement( RenderInst *inst )
-{
-   // Skip out if we don't have the glow post 
-   // effect enabled at this time.
-   if ( !isGlowEnabled() )
-      return;
-
-   // TODO: We need to get the scene state here in a more reliable
-   // manner so we can skip glow in a non-diffuse render pass.
-   //if ( !mParentManager->getSceneManager()->getSceneState()->isDiffusePass() )
-      //return RenderBinManager::arSkipped;
-   ParticleRenderInst *particleInst = NULL;
-   if(inst->type == RenderPassManager::RIT_Particle)
-      particleInst = static_cast<ParticleRenderInst*>(inst);
-   if(particleInst && particleInst->glow)
-   {
-      internalAddElement(inst);
-      return;
-   }
-
-   // Skip it if we don't have a glowing material.
-   BaseMatInstance *matInst = getMaterial( inst );
-   if ( !matInst || !matInst->hasGlow() )   
-      return;
-
-   internalAddElement(inst);
-}
-
-void RenderGlowMgr::render( SceneRenderState *state )
-{
-   PROFILE_SCOPE( RenderGlowMgr_Render );
-   
-   if ( !isGlowEnabled() )
-      return;
-
-   const U32 binSize = mElementList.size();
-
-   // If this is a non-diffuse pass or we have no objects to
-   // render then tell the effect to skip rendering.
-   if ( !state->isDiffusePass() || binSize == 0 )
-   {
-      getGlowEffect()->setSkip( true );
-      return;
-   }
-
-   GFXDEBUGEVENT_SCOPE( RenderGlowMgr_Render, ColorI::GREEN );
-
-   GFXTransformSaver saver;
-
-   // Respect the current viewport
-   mNamedTarget.setViewport(GFX->getViewport());
-
-   // Tell the superclass we're about to render, preserve contents
-   const bool isRenderingToTarget = _onPreRender( state, true );
-
-   // Clear all the buffers to black.
-   GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0);
-
-   // Restore transforms
-   MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
-   matrixSet.restoreSceneViewProjection();
-
-   // init loop data
-   SceneData sgData;
-   sgData.init( state, SceneData::GlowBin );
-
-   for( U32 j=0; j<binSize; )
-   {
-      RenderInst *_ri = mElementList[j].inst;
-      if(_ri->type == RenderPassManager::RIT_Particle)
-      {
-         // Find the particle render manager (if we don't have it)
-         if(mParticleRenderMgr == NULL)
-         {
-            RenderPassManager *rpm = state->getRenderPass();
-            for( U32 i = 0; i < rpm->getManagerCount(); i++ )
-            {
-               RenderBinManager *bin = rpm->getManager(i);
-               if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
-               {
-                  mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
-                  break;
-               }
-            }
-         }
-
-         ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(_ri);
-
-         GFX->setStateBlock(mParticleRenderMgr->_getHighResStateBlock(ri));
-         mParticleRenderMgr->_getShaderConsts().mShaderConsts->setSafe(mParticleRenderMgr->_getShaderConsts().mModelViewProjSC, *ri->modelViewProj);
-
-         mParticleRenderMgr->renderParticle(ri, state);
-         j++;
-         continue;
-      }
-
-      MeshRenderInst *ri = static_cast<MeshRenderInst*>(_ri);
-
-      setupSGData( ri, sgData );
-
-      BaseMatInstance *mat = ri->matInst;
-      GlowMaterialHook *hook = mat->getHook<GlowMaterialHook>();
-      if ( !hook )
-      {
-         hook = new GlowMaterialHook( ri->matInst );
-         ri->matInst->addHook( hook );
-      }
-      BaseMatInstance *glowMat = hook->getMatInstance();
-
-      U32 matListEnd = j;
-
-      while( glowMat && glowMat->setupPass( state, sgData ) )
-      {
-         U32 a;
-         for( a=j; a<binSize; a++ )
-         {
-            if (mElementList[a].inst->type == RenderPassManager::RIT_Particle)
-               break;
-
-            MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
-
-            if ( newPassNeeded( ri, passRI ) )
-               break;
-
-            matrixSet.setWorld(*passRI->objectToWorld);
-            matrixSet.setView(*passRI->worldToCamera);
-            matrixSet.setProjection(*passRI->projection);
-            glowMat->setTransforms(matrixSet, state);
-
-            // Setup HW skinning transforms if applicable
-            if (glowMat->usesHardwareSkinning())
-            {
-               glowMat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
-            }
-
-			//push along any overriden fields that are instance-specific as well
-			if (passRI->mCustomShaderData.size() > 0)
-			{
-				mat->setCustomShaderData(passRI->mCustomShaderData);
-			}
-
-            glowMat->setSceneInfo(state, sgData);
-            glowMat->setBuffers(passRI->vertBuff, passRI->primBuff);
-
-            if ( passRI->prim )
-               GFX->drawPrimitive( *passRI->prim );
-            else
-               GFX->drawPrimitive( passRI->primBuffIndex );
-         }
-         matListEnd = a;
-         setupSGData( ri, sgData );
-      }
-
-      // force increment if none happened, otherwise go to end of batch
-      j = ( j == matListEnd ) ? j+1 : matListEnd;
-   }
-
-   // Finish up.
-   if ( isRenderingToTarget )
-      _onPostRender();
-
-   // Make sure the effect is gonna render.
-   getGlowEffect()->setSkip( false );
-}

+ 0 - 90
Engine/source/renderInstance/renderGlowMgr.h

@@ -1,90 +0,0 @@
-//-----------------------------------------------------------------------------
-// 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.
-//-----------------------------------------------------------------------------
-
-#ifndef _RENDERGLOWMGR_H_
-#define _RENDERGLOWMGR_H_
-
-#ifndef _TEXTARGETBIN_MGR_H_
-#include "renderInstance/renderTexTargetBinManager.h"
-#endif
-#include <renderInstance/renderParticleMgr.h>
-
-
-class PostEffect;
-
-
-///
-class RenderGlowMgr : public RenderTexTargetBinManager
-{  
-   typedef RenderTexTargetBinManager Parent;
-
-public:
-
-   RenderGlowMgr();
-   virtual ~RenderGlowMgr();
-
-   /// Returns the glow post effect.
-   PostEffect* getGlowEffect();
-
-   /// Returns true if the glow post effect is
-   /// enabled and the glow buffer should be updated.
-   bool isGlowEnabled();
-
-   // RenderBinManager
-   void addElement( RenderInst *inst ) override;
-   void render( SceneRenderState *state ) override;
-
-   // ConsoleObject
-   DECLARE_CONOBJECT( RenderGlowMgr );
-
-protected:
-
-   class GlowMaterialHook : public MatInstanceHook
-   {
-   public:
-
-      GlowMaterialHook( BaseMatInstance *matInst );
-      virtual ~GlowMaterialHook();
-
-      virtual BaseMatInstance *getMatInstance() { return mGlowMatInst; }
-
-      const MatInstanceHookType& getType() const override { return Type; }
-
-      /// Our material hook type.
-      static const MatInstanceHookType Type;
-
-   protected:
-
-      static void _overrideFeatures(   ProcessedMaterial *mat,
-                                       U32 stageNum,
-                                       MaterialFeatureData &fd, 
-                                       const FeatureSet &features );
-
-      BaseMatInstance *mGlowMatInst; 
-   };
-
-   SimObjectPtr<PostEffect> mGlowEffect;
-   RenderParticleMgr *mParticleRenderMgr;
-};
-
-
-#endif // _RENDERGLOWMGR_H_

+ 0 - 1
Engine/source/renderInstance/renderPassManager.cpp

@@ -35,7 +35,6 @@
 #include "renderInstance/renderObjectMgr.h"
 #include "renderInstance/renderMeshMgr.h"
 #include "renderInstance/renderTranslucentMgr.h"
-#include "renderInstance/renderGlowMgr.h"
 #include "renderInstance/renderTerrainMgr.h"
 #include "core/util/safeDelete.h"
 #include "math/util/matrixSet.h"

+ 11 - 12
Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp

@@ -2519,23 +2519,22 @@ void AlphaTestGLSL::processPix(  Vector<ShaderComponent*> &componentList,
 //****************************************************************************
 // GlowMask
 //****************************************************************************
-
 void GlowMaskGLSL::processPix(   Vector<ShaderComponent*> &componentList,
                                  const MaterialFeatureData &fd )
 {
-   output = NULL;
-
-   // Get the output color... and make it black to mask out 
-   // glow passes rendered before us.
-   //
-   // The shader compiler will optimize out all the other
-   // code above that doesn't contribute to the alpha mask.
-   Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
-   if ( color )
-      output = new GenOp( "   @.rgb = vec3(0);\r\n", color );
+   //determine output target
+   ShaderFeature::OutputTarget inTarg, outTarg;
+   inTarg = outTarg = ShaderFeature::DefaultTarget;
+   if (fd.features[MFT_isDeferred])
+   {
+      inTarg = ShaderFeature::RenderTarget1;
+      outTarg = ShaderFeature::RenderTarget3;
+   }
+   Var* inCol = (Var*)LangElement::find(getOutputTargetVarName(inTarg));
+   Var* outCol = (Var*)LangElement::find(getOutputTargetVarName(outTarg));
+   output = new GenOp("   @.rgb += @.rgb*10;\r\n", outCol, inCol);
 }
 
-
 //****************************************************************************
 // RenderTargetZero
 //****************************************************************************

+ 1 - 3
Engine/source/shaderGen/GLSL/shaderFeatureGLSL.h

@@ -552,11 +552,9 @@ public:
 class GlowMaskGLSL : public ShaderFeatureGLSL
 {
 public:
+
    void processPix(   Vector<ShaderComponent*> &componentList, 
                               const MaterialFeatureData &fd ) override;
-
-   Material::BlendOp getBlendOp() override { return Material::None; }
-
    String getName() override
    {
       return "Glow Mask";

+ 11 - 12
Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp

@@ -2592,23 +2592,22 @@ void AlphaTestHLSL::processPix(  Vector<ShaderComponent*> &componentList,
 //****************************************************************************
 // GlowMask
 //****************************************************************************
-
 void GlowMaskHLSL::processPix(   Vector<ShaderComponent*> &componentList,
                                  const MaterialFeatureData &fd )
 {
-   output = NULL;
-
-   // Get the output color... and make it black to mask out 
-   // glow passes rendered before us.
-   //
-   // The shader compiler will optimize out all the other
-   // code above that doesn't contribute to the alpha mask.
-   Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
-   if ( color )
-      output = new GenOp( "   @.rgb = 0;\r\n", color );
+   //determine output target
+   ShaderFeature::OutputTarget inTarg, outTarg;
+   inTarg = outTarg = ShaderFeature::DefaultTarget;
+   if (fd.features[MFT_isDeferred])
+   {
+      inTarg = ShaderFeature::RenderTarget1;
+      outTarg = ShaderFeature::RenderTarget3;
+   }
+   Var* inCol = (Var*)LangElement::find(getOutputTargetVarName(inTarg));
+   Var* outCol = (Var*)LangElement::find(getOutputTargetVarName(outTarg));
+   output = new GenOp("   @.rgb += @.rgb*10;\r\n", outCol, inCol);
 }
 
-
 //****************************************************************************
 // RenderTargetZero
 //****************************************************************************

+ 1 - 3
Engine/source/shaderGen/HLSL/shaderFeatureHLSL.h

@@ -555,11 +555,9 @@ public:
 class GlowMaskHLSL : public ShaderFeatureHLSL
 {
 public:
+
    void processPix(   Vector<ShaderComponent*> &componentList, 
                               const MaterialFeatureData &fd ) override;
-
-   Material::BlendOp getBlendOp() override { return Material::None; }
-
    String getName() override
    {
       return "Glow Mask";

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/DepthOfField/DepthOfFieldPostFX.tscript

@@ -407,7 +407,7 @@ singleton PostEffect( DepthOfFieldPostFX )
    enabled = false;
    
    renderTime = "PFXAfterBin";
-   renderBin = "GlowBin";      
+   renderBin = "FogBin";      
    renderPriority = 0.1;
       
    shader = PFX_DOFDownSampleShader;

+ 0 - 71
Templates/BaseGame/game/core/postFX/scripts/Glow/GlowPostFX.tscript

@@ -20,29 +20,6 @@
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 
-
-singleton ShaderData( PFX_GlowBlurVertShader )
-{
-   DXVertexShaderFile 	= "./glowBlurV.hlsl";
-   DXPixelShaderFile 	= "./glowBlurP.hlsl";
-   
-   OGLVertexShaderFile  = "./glowBlurV.glsl";
-   OGLPixelShaderFile   = "./glowBlurP.glsl";
-      
-   defines = "BLUR_DIR=float2(0.0,1.0)";
-
-   samplerNames[0] = "$diffuseMap";
-         
-   pixVersion = 2.0;
-};
-
-
-singleton ShaderData( PFX_GlowBlurHorzShader : PFX_GlowBlurVertShader )
-{
-   defines = "BLUR_DIR=float2(1.0,0.0)";
-};
-
-
 singleton GFXStateBlockData( PFX_GlowCombineStateBlock : PFX_DefaultStateBlock )
 {
    // Use alpha test to save some fillrate 
@@ -59,54 +36,6 @@ singleton GFXStateBlockData( PFX_GlowCombineStateBlock : PFX_DefaultStateBlock )
    blendDest = GFXBlendOne;   
 };
 
-
-singleton PostEffect( GlowPostFX )
-{  
-   // Do not allow the glow effect to work in reflection 
-   // passes by default so we don't do the extra drawing.
-   allowReflectPass = false;
-                  
-   renderTime = "PFXAfterBin";
-   renderBin = "GlowBin";
-   renderPriority = 1;
-                    
-   // First we down sample the glow buffer.   
-   shader = PFX_PassthruShader;
-   stateBlock = PFX_DefaultStateBlock;
-   texture[0] = "#glowbuffer";
-   target = "$outTex";
-   targetScale = "0.5 0.5";
-   
-   enabled = true;
-               
-   // Blur vertically
-   new PostEffect()
-   {
-      shader = PFX_GlowBlurVertShader;
-      stateBlock = PFX_DefaultStateBlock;
-      texture[0] = "$inTex";
-      target = "$outTex";
-   };
-   
-   // Blur horizontally
-   new PostEffect()
-   {
-      shader = PFX_GlowBlurHorzShader;
-      stateBlock = PFX_DefaultStateBlock;
-      texture[0] = "$inTex";
-      target = "$outTex";
-   };
-            
-   // Upsample and combine with the back buffer.
-   new PostEffect()
-   {      
-      shader = PFX_PassthruShader;
-      stateBlock = PFX_GlowCombineStateBlock;
-      texture[0] = "$inTex";
-      target = "$backBuffer";
-   };
-};
-
 singleton ShaderData( PFX_VolFogGlowBlurVertShader )
 {
 	DXVertexShaderFile = "./glowBlurV.hlsl";

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/Turbulence/TurbulencePostFX.tscript

@@ -48,7 +48,7 @@ singleton PostEffect( TurbulencePostFX )
    allowReflectPass = true;  
          
    renderTime = "PFXAfterDiffuse";
-   renderBin = "GlowBin";
+   renderBin = "FogBin";
    renderPriority = 0.5; // Render after the glows themselves
      
    shader = PFX_TurbulenceShader;  

+ 1 - 4
Templates/BaseGame/game/core/rendering/scripts/renderManager.tscript

@@ -79,10 +79,7 @@ function initRenderManager()
    DiffuseRenderPassManager.addManager( new RenderTranslucentMgr(TranslucentBin){ renderOrder = 1.4; processAddOrder = 1.4; } );
    
    DiffuseRenderPassManager.addManager(new RenderObjectMgr(FogBin){ bintype = "ObjectVolumetricFog"; renderOrder = 1.45; processAddOrder = 1.45; } );
-   
-   // Note that the GlowPostFx is triggered after this bin.
-   DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } );
-   
+      
    // We render any editor stuff from this bin.  Note that the HDR is
    // completed before this bin to keep editor elements from tone mapping.   
    DiffuseRenderPassManager.addManager( new RenderObjectMgr(EditorBin) { bintype = "Editor"; renderOrder = 1.6; processAddOrder = 1.6; } );