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Solved IBL branch conflicts
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a0dfca7596
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3709713d79
5 changed files with 15 additions and 12 deletions
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@ -832,6 +832,7 @@ void idCommonLocal::Frame()
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// foresthale 2014-05-12: also check com_editors as many of them are not particularly thread-safe (editLights for example)
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if( !com_smp.GetInteger() < 0 )
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{
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// RB: this is the same as Doom 3 renderSystem->EndFrame()
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renderSystem->SwapCommandBuffers_FinishRendering( &time_frontend, &time_backend, &time_shadows, &time_gpu );
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}
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@ -241,8 +241,8 @@ void idImage::AllocImage( const idImageOpts& imgOpts, textureFilter_t tf, textur
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}
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/*
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// foresthale 2014-05-30: give a nice progress display when binarizing
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commonLocal.LoadPacifierBinarizeFilename( GetName() , "generated image" );
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if( opts.numLevels > 1 )
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@ -253,10 +253,10 @@ void idImage::AllocImage( const idImageOpts& imgOpts, textureFilter_t tf, textur
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{
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commonLocal.LoadPacifierBinarizeProgressTotal( opts.width * opts.height );
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}
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commonLocal.LoadPacifierBinarizeEnd();
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// foresthale 2014-05-30: give a nice progress display when binarizing
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commonLocal.LoadPacifierBinarizeFilename( GetName(), "generated cube image" );
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if( opts.numLevels > 1 )
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@ -267,9 +267,9 @@ void idImage::AllocImage( const idImageOpts& imgOpts, textureFilter_t tf, textur
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{
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commonLocal.LoadPacifierBinarizeProgressTotal( opts.width * opts.width * 6 );
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}
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commonLocal.LoadPacifierBinarizeEnd();
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===============
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GetGeneratedName
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@ -2325,7 +2325,7 @@ void idRenderBackend::AmbientPass( const drawSurf_t* const* drawSurfs, int numDr
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}
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// draw the final interaction
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DrawSingleInteraction( &inter,!fillGbuffer );
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DrawSingleInteraction( &inter, !fillGbuffer );
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renderLog.CloseBlock();
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}
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@ -292,7 +292,7 @@ private:
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idVec4 matrix[2], float color[4] );
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void DrawInteractions( const viewDef_t* _viewDef );
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void DrawSingleInteraction( drawInteraction_t* din );
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void DrawSingleInteraction( drawInteraction_t* din, bool useIBL );
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int DrawShaderPasses( const drawSurf_t* const* const drawSurfs, const int numDrawSurfs,
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const float guiStereoScreenOffset, const int stereoEye );
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@ -109,8 +109,10 @@ void idRenderProgManager::Init()
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{ BUILTIN_VERTEX_COLOR, "vertex_color.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING, "ambient_lighting", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING_SKINNED, "ambient_lighting", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING_IBL, "ambient_lighting_IBL", "", 0, false false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED, "ambient_lighting_IBL", "_skinned", BIT( USE_GPU_SKINNING ), true false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING_IBL, "ambient_lighting_IBL", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED, "ambient_lighting_IBL", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR, "ambient_lighting_IBL_PBR", "", BIT( USE_PBR ), false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED, "ambient_lighting_IBL_PBR", "_skinned", BIT( USE_GPU_SKINNING | USE_PBR ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_SMALL_GEOMETRY_BUFFER, "gbuffer", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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{ BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED, "gbuffer", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
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// RB end
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@ -665,4 +667,4 @@ void RpPrintState( uint64 stateBits, uint64* stencilBits )
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{
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printStencil( STENCIL_FACE_NUM, stateBits, mask, ref );
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}
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}
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}
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