Integrating github/staging through commit ab87ed9

This commit is contained in:
alexpete
2021-04-09 11:27:37 -07:00
parent ae62a97894
commit 1044dc3da1
1582 changed files with 29374 additions and 519051 deletions
@@ -1072,7 +1072,6 @@ bool CREVolumeObject::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sfm)
#if !defined(EXCLUDE_DOCUMENTATION_PURPOSE)
bool CREPrismObject::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
CD3D9Renderer* rd(gcpRendD3D);
// render
uint32 nPasses(0);
@@ -1447,20 +1446,17 @@ void CREWaterOcean::Create(uint32 nVerticesCount, SVF_P3F_C4B_T2F* pVertices, ui
return;
}
CD3D9Renderer* rd(gcpRendD3D);
ReleaseOcean();
m_nVerticesCount = nVerticesCount;
m_nIndicesCount = nIndicesCount;
m_nIndexSizeof = nIndexSizeof;
HRESULT hr(S_OK);
//////////////////////////////////////////////////////////////////////////////////////////////////
// Create vertex buffer
//////////////////////////////////////////////////////////////////////////////////////////////////
{
D3DBuffer* pVertexBuffer = 0;
D3D11_BUFFER_DESC BufDesc;
SVF_P3F_C4B_T2F* dst = 0;
uint32 size = nVerticesCount * sizeof(SVF_P3F_C4B_T2F);
BufDesc.ByteWidth = size;
@@ -1541,7 +1537,6 @@ void CREWaterOcean::FrameUpdate()
void* pRawPtr = NULL;
WaterSimMgr()->Update(nFrameID, fUpdateTime, false, pRawPtr);
uint32 pitch = 4 * sizeof(f32) * nGridSize;
uint32 width = nGridSize;
uint32 height = nGridSize;
@@ -1619,7 +1614,6 @@ bool CREWaterOcean::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sfm)
N3DEngineCommon::SOceanInfo& OceanInfo = gRenDev->m_p3DEngineCommon.m_OceanInfo;
Vec4& pParams = OceanInfo.m_vMeshParams;
uint32 nPrevStateOr = rd->m_RP.m_StateOr;
uint32 nPrevStateAnd = rd->m_RP.m_StateAnd;
@@ -1736,8 +1730,6 @@ bool CREOcclusionQuery::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SS
return true;
}
int w = r->GetWidth();
int h = r->GetHeight();
if (!m_nOcclusionID)
{
@@ -1753,7 +1745,6 @@ bool CREOcclusionQuery::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SS
}
}
int nFrame = r->GetFrameID();
if (!m_nDrawFrame) // only allow queries update, if finished already with previous query
{ // draw test box
@@ -1969,10 +1960,6 @@ bool CREBeam::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sl)
PROFILE_LABEL_SCOPE("LIGHT BEAM");
EShaderQuality nShaderQuality = (EShaderQuality)gcpRendD3D->EF_GetShaderQuality(eST_FX);
ERenderQuality nRenderQuality = gRenDev->m_RP.m_eQuality;
bool bLowSpecShafts = (nShaderQuality == eSQ_Low) || (nRenderQuality == eRQ_Low);
STexState pState(FILTER_BILINEAR, true);
const int texStateID(CTexture::GetTexState(pState));
@@ -2025,8 +2012,6 @@ bool CREBeam::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sl)
float fAngleCoeff = 1.0f / tan_tpl((90.0f - fLightAngle) * gf_PI / 180.0f);
float fNear = pDL->m_fProjectorNearPlane;
float fFar = pDL->m_fRadius;
float fScaleNear = fNear * fAngleCoeff;
float fScaleFar = fFar * fAngleCoeff;
Vec3 vLightPos = pDL->m_Origin;
Vec3 vAxis = rInstInfo.m_Matrix.GetColumn0();
@@ -2059,7 +2044,6 @@ bool CREBeam::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sl)
if ((e > 0.0f) && (eSq >= (dSq * fCosSq)))
{
float fSinSq = fSin * fSin;
dSq = vVertToSphere.dot(vVertToSphere);
e = vVertToSphere.dot(vAxis);
@@ -2301,19 +2285,7 @@ bool CREGeomCache::mfDraw(CShader* ef, SShaderPass* sfm)
Matrix44A prevMatrix;
#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
// render to texture does not currently support motion blur in the render target
if (threadInfo.m_PersFlags & RBPF_RENDER_SCENE_TO_TEXTURE)
{
prevMatrix = rRP.m_pCurObject->m_II.m_Matrix;
}
else
{
CMotionBlur::GetPrevObjToWorldMat(rRP.m_pCurObject, prevMatrix);
}
#else
CMotionBlur::GetPrevObjToWorldMat(rRP.m_pCurObject, prevMatrix);
#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
const uint64 oldFlagsShader_RT = rRP.m_FlagsShader_RT;
uint64 flagsShader_RT = rRP.m_FlagsShader_RT;