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@@ -36,6 +36,7 @@
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#include "scene/sceneRenderState.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/gfxDebugEvent.h"
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+#include "gfx/gfxCardProfile.h"
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#include "materials/customMaterialDefinition.h"
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#include "materials/customMaterialDefinition.h"
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#include "lighting/advanced/advancedLightManager.h"
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#include "lighting/advanced/advancedLightManager.h"
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#include "lighting/advanced/advancedLightBinManager.h"
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#include "lighting/advanced/advancedLightBinManager.h"
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@@ -44,10 +45,17 @@
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#include "terrain/terrCellMaterial.h"
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#include "terrain/terrCellMaterial.h"
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#include "math/mathUtils.h"
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#include "math/mathUtils.h"
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#include "math/util/matrixSet.h"
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#include "math/util/matrixSet.h"
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+#include "gfx/gfxTextureManager.h"
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+#include "gfx/primBuilder.h"
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+#include "gfx/gfxDrawUtil.h"
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+#include "materials/shaderData.h"
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+#include "gfx/sim/cubemapData.h"
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const MatInstanceHookType PrePassMatInstanceHook::Type( "PrePass" );
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const MatInstanceHookType PrePassMatInstanceHook::Type( "PrePass" );
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const String RenderPrePassMgr::BufferName("prepass");
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const String RenderPrePassMgr::BufferName("prepass");
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const RenderInstType RenderPrePassMgr::RIT_PrePass("PrePass");
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const RenderInstType RenderPrePassMgr::RIT_PrePass("PrePass");
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+const String RenderPrePassMgr::ColorBufferName("color");
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+const String RenderPrePassMgr::MatInfoBufferName("matinfo");
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IMPLEMENT_CONOBJECT(RenderPrePassMgr);
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IMPLEMENT_CONOBJECT(RenderPrePassMgr);
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@@ -79,6 +87,7 @@ RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
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mPrePassMatInstance( NULL )
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mPrePassMatInstance( NULL )
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{
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{
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notifyType( RenderPassManager::RIT_Decal );
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notifyType( RenderPassManager::RIT_Decal );
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+ notifyType( RenderPassManager::RIT_DecalRoad );
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notifyType( RenderPassManager::RIT_Mesh );
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notifyType( RenderPassManager::RIT_Mesh );
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notifyType( RenderPassManager::RIT_Terrain );
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notifyType( RenderPassManager::RIT_Terrain );
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notifyType( RenderPassManager::RIT_Object );
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notifyType( RenderPassManager::RIT_Object );
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@@ -90,6 +99,10 @@ RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
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GFXShader::addGlobalMacro( "TORQUE_LINEAR_DEPTH" );
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GFXShader::addGlobalMacro( "TORQUE_LINEAR_DEPTH" );
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mNamedTarget.registerWithName( BufferName );
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mNamedTarget.registerWithName( BufferName );
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+ mColorTarget.registerWithName( ColorBufferName );
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+ mMatInfoTarget.registerWithName( MatInfoBufferName );
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+
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+ mClearGBufferShader = NULL;
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_registerFeatures();
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_registerFeatures();
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}
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}
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@@ -98,6 +111,8 @@ RenderPrePassMgr::~RenderPrePassMgr()
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{
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{
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GFXShader::removeGlobalMacro( "TORQUE_LINEAR_DEPTH" );
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GFXShader::removeGlobalMacro( "TORQUE_LINEAR_DEPTH" );
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+ mColorTarget.release();
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+ mMatInfoTarget.release();
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_unregisterFeatures();
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_unregisterFeatures();
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SAFE_DELETE( mPrePassMatInstance );
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SAFE_DELETE( mPrePassMatInstance );
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}
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}
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@@ -119,6 +134,8 @@ bool RenderPrePassMgr::setTargetSize(const Point2I &newTargetSize)
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{
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{
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bool ret = Parent::setTargetSize( newTargetSize );
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bool ret = Parent::setTargetSize( newTargetSize );
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mNamedTarget.setViewport( GFX->getViewport() );
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mNamedTarget.setViewport( GFX->getViewport() );
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+ mColorTarget.setViewport( GFX->getViewport() );
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+ mMatInfoTarget.setViewport( GFX->getViewport() );
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return ret;
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return ret;
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}
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}
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@@ -135,6 +152,40 @@ bool RenderPrePassMgr::_updateTargets()
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// reload materials, the conditioner needs to alter the generated shaders
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// reload materials, the conditioner needs to alter the generated shaders
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}
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}
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+ GFXFormat colorFormat = mTargetFormat;
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+ bool independentMrtBitDepth = GFX->getCardProfiler()->queryProfile("independentMrtBitDepth", false);
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+ //If independent bit depth on a MRT is supported than just use 8bit channels for the albedo color.
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+ if(independentMrtBitDepth)
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+ colorFormat = GFXFormatR8G8B8A8;
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+
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+ // andrewmac: Deferred Shading Color Buffer
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+ if (mColorTex.getFormat() != colorFormat || mColorTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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+ {
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+ mColorTarget.release();
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+ mColorTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
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+ &GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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+ 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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+ mColorTarget.setTexture(mColorTex);
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+
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+ for (U32 i = 0; i < mTargetChainLength; i++)
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+ mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mColorTarget.getTexture());
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+ }
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+
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+ // andrewmac: Deferred Shading Material Info Buffer
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+ if (mMatInfoTex.getFormat() != colorFormat || mMatInfoTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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+ {
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+ mMatInfoTarget.release();
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+ mMatInfoTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
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+ &GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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+ 1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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+ mMatInfoTarget.setTexture(mMatInfoTex);
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+
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+ for (U32 i = 0; i < mTargetChainLength; i++)
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+ mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
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+ }
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+
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+ GFX->finalizeReset();
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+
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// Attach the light info buffer as a second render target, if there is
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// Attach the light info buffer as a second render target, if there is
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// lightmapped geometry in the scene.
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// lightmapped geometry in the scene.
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AdvancedLightBinManager *lightBin;
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AdvancedLightBinManager *lightBin;
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@@ -154,11 +205,13 @@ bool RenderPrePassMgr::_updateTargets()
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for ( U32 i = 0; i < mTargetChainLength; i++ )
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for ( U32 i = 0; i < mTargetChainLength; i++ )
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{
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{
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GFXTexHandle lightInfoTex = lightBin->getTargetTexture(0, i);
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GFXTexHandle lightInfoTex = lightBin->getTargetTexture(0, i);
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- mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, lightInfoTex);
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+ mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, lightInfoTex);
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}
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}
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}
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}
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}
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}
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+ _initShaders();
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+
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return ret;
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return ret;
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}
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}
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@@ -191,7 +244,7 @@ void RenderPrePassMgr::addElement( RenderInst *inst )
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return;
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return;
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// First what type of render instance is it?
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// First what type of render instance is it?
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- const bool isDecalMeshInst = inst->type == RenderPassManager::RIT_Decal;
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+ const bool isDecalMeshInst = ((inst->type == RenderPassManager::RIT_Decal)||(inst->type == RenderPassManager::RIT_DecalRoad));
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const bool isMeshInst = inst->type == RenderPassManager::RIT_Mesh;
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const bool isMeshInst = inst->type == RenderPassManager::RIT_Mesh;
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@@ -280,9 +333,8 @@ void RenderPrePassMgr::render( SceneRenderState *state )
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// Tell the superclass we're about to render
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// Tell the superclass we're about to render
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const bool isRenderingToTarget = _onPreRender(state);
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const bool isRenderingToTarget = _onPreRender(state);
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- // Clear all the buffers to white so that the
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- // default depth is to the far plane.
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- GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::WHITE, 1.0f, 0);
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+ // Clear all z-buffer, and g-buffer.
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+ clearBuffers();
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// Restore transforms
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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@@ -329,7 +381,13 @@ void RenderPrePassMgr::render( SceneRenderState *state )
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GFX->drawPrimitive( ri->prim );
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GFX->drawPrimitive( ri->prim );
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}
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}
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-
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+ // init loop data
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+ GFXTextureObject *lastLM = NULL;
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+ GFXCubemap *lastCubemap = NULL;
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+ GFXTextureObject *lastReflectTex = NULL;
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+ GFXTextureObject *lastMiscTex = NULL;
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+ GFXTextureObject *lastAccuTex = NULL;
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+
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// Next render all the meshes.
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// Next render all the meshes.
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itr = mElementList.begin();
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itr = mElementList.begin();
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for ( ; itr != mElementList.end(); )
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for ( ; itr != mElementList.end(); )
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@@ -363,12 +421,11 @@ void RenderPrePassMgr::render( SceneRenderState *state )
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// Set up SG data for this instance.
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// Set up SG data for this instance.
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setupSGData( passRI, sgData );
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setupSGData( passRI, sgData );
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+ mat->setSceneInfo(state, sgData);
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matrixSet.setWorld(*passRI->objectToWorld);
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matrixSet.setWorld(*passRI->objectToWorld);
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matrixSet.setView(*passRI->worldToCamera);
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matrixSet.setView(*passRI->worldToCamera);
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matrixSet.setProjection(*passRI->projection);
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matrixSet.setProjection(*passRI->projection);
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-
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- mat->setSceneInfo(state, sgData);
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mat->setTransforms(matrixSet, state);
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mat->setTransforms(matrixSet, state);
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// If we're instanced then don't render yet.
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// If we're instanced then don't render yet.
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@@ -385,6 +442,43 @@ void RenderPrePassMgr::render( SceneRenderState *state )
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continue;
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continue;
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}
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}
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+ bool dirty = false;
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+
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+ // set the lightmaps if different
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+ if( passRI->lightmap && passRI->lightmap != lastLM )
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+ {
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+ sgData.lightmap = passRI->lightmap;
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+ lastLM = passRI->lightmap;
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+ dirty = true;
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+ }
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+
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+ // set the cubemap if different.
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+ if ( passRI->cubemap != lastCubemap )
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+ {
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+ sgData.cubemap = passRI->cubemap;
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+ lastCubemap = passRI->cubemap;
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+ dirty = true;
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+ }
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+
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+ if ( passRI->reflectTex != lastReflectTex )
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+ {
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+ sgData.reflectTex = passRI->reflectTex;
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+ lastReflectTex = passRI->reflectTex;
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+ dirty = true;
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+ }
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+
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+ // Update accumulation texture if it changed.
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+ // Note: accumulation texture can be NULL, and must be updated.
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+ if (passRI->accuTex != lastAccuTex)
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+ {
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+ sgData.accuTex = passRI->accuTex;
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+ lastAccuTex = lastAccuTex;
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+ dirty = true;
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+ }
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+
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+ if ( dirty )
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+ mat->setTextureStages( state, sgData );
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+
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// Setup the vertex and index buffers.
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// Setup the vertex and index buffers.
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mat->setBuffers( passRI->vertBuff, passRI->primBuff );
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mat->setBuffers( passRI->vertBuff, passRI->primBuff );
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@@ -525,6 +619,31 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
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#ifndef TORQUE_DEDICATED
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#ifndef TORQUE_DEDICATED
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+ //tag all materials running through prepass as deferred
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+ newFeatures.addFeature(MFT_isDeferred);
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+
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+ // Deferred Shading : Diffuse
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+ if (mStages[stageNum].getTex( MFT_DiffuseMap ))
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+ {
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+ newFeatures.addFeature(MFT_DiffuseMap);
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+ }
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+ newFeatures.addFeature( MFT_DiffuseColor );
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+
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+ // Deferred Shading : Specular
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+ if( mStages[stageNum].getTex( MFT_SpecularMap ) )
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+ {
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+ newFeatures.addFeature( MFT_DeferredSpecMap );
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+ }
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+ else if ( mMaterial->mPixelSpecular[stageNum] )
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+ {
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+ newFeatures.addFeature( MFT_DeferredSpecVars );
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+ }
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+ else
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+ newFeatures.addFeature(MFT_DeferredEmptySpec);
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+
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+ // Deferred Shading : Material Info Flags
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+ newFeatures.addFeature( MFT_DeferredMatInfoFlags );
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+
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for ( U32 i=0; i < fd.features.getCount(); i++ )
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for ( U32 i=0; i < fd.features.getCount(); i++ )
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{
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{
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const FeatureType &type = fd.features.getAt( i );
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const FeatureType &type = fd.features.getAt( i );
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@@ -553,7 +672,10 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
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type == MFT_InterlacedPrePass ||
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type == MFT_InterlacedPrePass ||
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type == MFT_Visibility ||
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type == MFT_Visibility ||
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type == MFT_UseInstancing ||
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type == MFT_UseInstancing ||
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- type == MFT_DiffuseVertColor )
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+ type == MFT_DiffuseVertColor ||
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+ type == MFT_DetailMap ||
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+ type == MFT_DetailNormalMap ||
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+ type == MFT_DiffuseMapAtlas)
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newFeatures.addFeature( type );
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newFeatures.addFeature( type );
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// Add any transform features.
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// Add any transform features.
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@@ -563,11 +685,39 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
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newFeatures.addFeature( type );
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newFeatures.addFeature( type );
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}
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}
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+ if (mMaterial->mAccuEnabled[stageNum])
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+ {
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+ newFeatures.addFeature(MFT_AccuMap);
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+ mHasAccumulation = true;
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+ }
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+
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+ // we need both diffuse and normal maps + sm3 to have an accu map
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+ if (newFeatures[MFT_AccuMap] &&
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+ (!newFeatures[MFT_DiffuseMap] ||
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+ !newFeatures[MFT_NormalMap] ||
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+ GFX->getPixelShaderVersion() < 3.0f)) {
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+ AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
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+ newFeatures.removeFeature(MFT_AccuMap);
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+ mHasAccumulation = false;
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+ }
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+
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+ // if we still have the AccuMap feature, we add all accu constant features
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+ if (newFeatures[MFT_AccuMap]) {
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+ // add the dependencies of the accu map
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+ newFeatures.addFeature(MFT_AccuScale);
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+ newFeatures.addFeature(MFT_AccuDirection);
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+ newFeatures.addFeature(MFT_AccuStrength);
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+ newFeatures.addFeature(MFT_AccuCoverage);
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+ newFeatures.addFeature(MFT_AccuSpecular);
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+ // now remove some features that are not compatible with this
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+ newFeatures.removeFeature(MFT_UseInstancing);
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+ }
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+
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// If there is lightmapped geometry support, add the MRT light buffer features
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// If there is lightmapped geometry support, add the MRT light buffer features
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if(bEnableMRTLightmap)
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if(bEnableMRTLightmap)
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{
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{
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// If this material has a lightmap, pass it through, and flag it to
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// If this material has a lightmap, pass it through, and flag it to
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- // send it's output to RenderTarget1
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+ // send it's output to RenderTarget3
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if( fd.features.hasFeature( MFT_ToneMap ) )
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if( fd.features.hasFeature( MFT_ToneMap ) )
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{
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{
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newFeatures.addFeature( MFT_ToneMap );
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newFeatures.addFeature( MFT_ToneMap );
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@@ -590,10 +740,16 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
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else
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else
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{
|
|
{
|
|
// If this object isn't lightmapped, add a zero-output feature to it
|
|
// If this object isn't lightmapped, add a zero-output feature to it
|
|
- newFeatures.addFeature( MFT_RenderTarget1_Zero );
|
|
|
|
|
|
+ newFeatures.addFeature( MFT_RenderTarget3_Zero );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ // cubemaps only available on stage 0 for now - bramage
|
|
|
|
+ if ( stageNum < 1 &&
|
|
|
|
+ ( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
|
|
|
|
+ mMaterial->mDynamicCubemap ) )
|
|
|
|
+ newFeatures.addFeature( MFT_CubeMap );
|
|
|
|
+
|
|
#endif
|
|
#endif
|
|
|
|
|
|
// Set the new features.
|
|
// Set the new features.
|
|
@@ -602,8 +758,54 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
|
|
|
|
|
|
U32 ProcessedPrePassMaterial::getNumStages()
|
|
U32 ProcessedPrePassMaterial::getNumStages()
|
|
{
|
|
{
|
|
- // Return 1 stage so this material gets processed for sure
|
|
|
|
- return 1;
|
|
|
|
|
|
+ // Loops through all stages to determine how many
|
|
|
|
+ // stages we actually use.
|
|
|
|
+ //
|
|
|
|
+ // The first stage is always active else we shouldn't be
|
|
|
|
+ // creating the material to begin with.
|
|
|
|
+ U32 numStages = 1;
|
|
|
|
+
|
|
|
|
+ U32 i;
|
|
|
|
+ for( i=1; i<Material::MAX_STAGES; i++ )
|
|
|
|
+ {
|
|
|
|
+ // Assume stage is inactive
|
|
|
|
+ bool stageActive = false;
|
|
|
|
+
|
|
|
|
+ // Cubemaps only on first stage
|
|
|
|
+ if( i == 0 )
|
|
|
|
+ {
|
|
|
|
+ // If we have a cubemap the stage is active
|
|
|
|
+ if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
|
|
|
|
+ {
|
|
|
|
+ numStages++;
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // If we have a texture for the a feature the
|
|
|
|
+ // stage is active.
|
|
|
|
+ if ( mStages[i].hasValidTex() )
|
|
|
|
+ stageActive = true;
|
|
|
|
+
|
|
|
|
+ // If this stage has specular lighting, it's active
|
|
|
|
+ if ( mMaterial->mPixelSpecular[i] )
|
|
|
|
+ stageActive = true;
|
|
|
|
+
|
|
|
|
+ // If this stage has diffuse color, it's active
|
|
|
|
+ if ( mMaterial->mDiffuse[i].alpha > 0 &&
|
|
|
|
+ mMaterial->mDiffuse[i] != ColorF::WHITE )
|
|
|
|
+ stageActive = true;
|
|
|
|
+
|
|
|
|
+ // If we have a Material that is vertex lit
|
|
|
|
+ // then it may not have a texture
|
|
|
|
+ if( mMaterial->mVertLit[i] )
|
|
|
|
+ stageActive = true;
|
|
|
|
+
|
|
|
|
+ // Increment the number of active stages
|
|
|
|
+ numStages += stageActive;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return numStages;
|
|
}
|
|
}
|
|
|
|
|
|
void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
|
|
void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
|
|
@@ -633,7 +835,7 @@ void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
|
|
if ( isTranslucent )
|
|
if ( isTranslucent )
|
|
{
|
|
{
|
|
prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
|
|
prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
|
|
- prePassStateBlock.setColorWrites( true, true, false, false );
|
|
|
|
|
|
+ prePassStateBlock.setColorWrites(false, false, false, true);
|
|
}
|
|
}
|
|
|
|
|
|
// Enable z reads, but only enable zwrites if we're not translucent.
|
|
// Enable z reads, but only enable zwrites if we're not translucent.
|
|
@@ -663,7 +865,22 @@ ProcessedMaterial* PrePassMatInstance::getShaderMaterial()
|
|
bool PrePassMatInstance::init( const FeatureSet &features,
|
|
bool PrePassMatInstance::init( const FeatureSet &features,
|
|
const GFXVertexFormat *vertexFormat )
|
|
const GFXVertexFormat *vertexFormat )
|
|
{
|
|
{
|
|
- return Parent::init( features, vertexFormat );
|
|
|
|
|
|
+ bool vaild = Parent::init(features, vertexFormat);
|
|
|
|
+
|
|
|
|
+ if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
|
|
|
|
+ {
|
|
|
|
+ String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
|
|
|
|
+ NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
|
|
|
|
+ RenderPassData* rpd = getPass(0);
|
|
|
|
+
|
|
|
|
+ if (rpd)
|
|
|
|
+ {
|
|
|
|
+ rpd->mTexSlot[0].texTarget = texTarget;
|
|
|
|
+ rpd->mTexType[0] = Material::TexTarget;
|
|
|
|
+ rpd->mSamplerNames[0] = "diffuseMap";
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return vaild;
|
|
}
|
|
}
|
|
|
|
|
|
PrePassMatInstanceHook::PrePassMatInstanceHook( MatInstance *baseMatInst,
|
|
PrePassMatInstanceHook::PrePassMatInstanceHook( MatInstance *baseMatInst,
|
|
@@ -850,3 +1067,77 @@ Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const
|
|
|
|
|
|
return retVal;
|
|
return retVal;
|
|
}
|
|
}
|
|
|
|
+
|
|
|
|
+void RenderPrePassMgr::_initShaders()
|
|
|
|
+{
|
|
|
|
+ if ( mClearGBufferShader ) return;
|
|
|
|
+
|
|
|
|
+ // Find ShaderData
|
|
|
|
+ ShaderData *shaderData;
|
|
|
|
+ mClearGBufferShader = Sim::findObject( "ClearGBufferShader", shaderData ) ? shaderData->getShader() : NULL;
|
|
|
|
+ if ( !mClearGBufferShader )
|
|
|
|
+ Con::errorf( "RenderPrePassMgr::_initShaders - could not find ClearGBufferShader" );
|
|
|
|
+
|
|
|
|
+ // Create StateBlocks
|
|
|
|
+ GFXStateBlockDesc desc;
|
|
|
|
+ desc.setCullMode( GFXCullNone );
|
|
|
|
+ desc.setBlend( true );
|
|
|
|
+ desc.setZReadWrite( false, false );
|
|
|
|
+ desc.samplersDefined = true;
|
|
|
|
+ desc.samplers[0].addressModeU = GFXAddressWrap;
|
|
|
|
+ desc.samplers[0].addressModeV = GFXAddressWrap;
|
|
|
|
+ desc.samplers[0].addressModeW = GFXAddressWrap;
|
|
|
|
+ desc.samplers[0].magFilter = GFXTextureFilterLinear;
|
|
|
|
+ desc.samplers[0].minFilter = GFXTextureFilterLinear;
|
|
|
|
+ desc.samplers[0].mipFilter = GFXTextureFilterLinear;
|
|
|
|
+ desc.samplers[0].textureColorOp = GFXTOPModulate;
|
|
|
|
+
|
|
|
|
+ mStateblock = GFX->createStateBlock( desc );
|
|
|
|
+
|
|
|
|
+ // Set up shader constants.
|
|
|
|
+ mShaderConsts = mClearGBufferShader->allocConstBuffer();
|
|
|
|
+ mSpecularStrengthSC = mClearGBufferShader->getShaderConstHandle( "$specularStrength" );
|
|
|
|
+ mSpecularPowerSC = mClearGBufferShader->getShaderConstHandle( "$specularPower" );
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void RenderPrePassMgr::clearBuffers()
|
|
|
|
+{
|
|
|
|
+ // Clear z-buffer.
|
|
|
|
+ GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);
|
|
|
|
+
|
|
|
|
+ if ( !mClearGBufferShader )
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ GFXTransformSaver saver;
|
|
|
|
+
|
|
|
|
+ // Clear the g-buffer.
|
|
|
|
+ RectI box(-1, -1, 3, 3);
|
|
|
|
+ GFX->setWorldMatrix( MatrixF::Identity );
|
|
|
|
+ GFX->setViewMatrix( MatrixF::Identity );
|
|
|
|
+ GFX->setProjectionMatrix( MatrixF::Identity );
|
|
|
|
+
|
|
|
|
+ GFX->setShader(mClearGBufferShader);
|
|
|
|
+ GFX->setStateBlock(mStateblock);
|
|
|
|
+
|
|
|
|
+ Point2F nw(-0.5,-0.5);
|
|
|
|
+ Point2F ne(0.5,-0.5);
|
|
|
|
+
|
|
|
|
+ GFXVertexBufferHandle<GFXVertexPC> verts(GFX, 4, GFXBufferTypeVolatile);
|
|
|
|
+ verts.lock();
|
|
|
|
+
|
|
|
|
+ F32 ulOffset = 0.5f - GFX->getFillConventionOffset();
|
|
|
|
+
|
|
|
|
+ Point2F upperLeft(-1.0, -1.0);
|
|
|
|
+ Point2F lowerRight(1.0, 1.0);
|
|
|
|
+
|
|
|
|
+ verts[0].point.set( upperLeft.x+nw.x+ulOffset, upperLeft.y+nw.y+ulOffset, 0.0f );
|
|
|
|
+ verts[1].point.set( lowerRight.x+ne.x, upperLeft.y+ne.y+ulOffset, 0.0f );
|
|
|
|
+ verts[2].point.set( upperLeft.x-ne.x+ulOffset, lowerRight.y-ne.y, 0.0f );
|
|
|
|
+ verts[3].point.set( lowerRight.x-nw.x, lowerRight.y-nw.y, 0.0f );
|
|
|
|
+
|
|
|
|
+ verts.unlock();
|
|
|
|
+
|
|
|
|
+ GFX->setVertexBuffer( verts );
|
|
|
|
+ GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
|
|
|
|
+ GFX->setShader(NULL);
|
|
|
|
+}
|