RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth, GFXFormat format ) : Parent( RIT_PrePass, 0.01f, 0.01f, format, Point2I( Parent::DefaultTargetSize, Parent::DefaultTargetSize), gatherDepth ? Parent::DefaultTargetChainLength : 0 ), mPrePassMatInstance( NULL ) { notifyType( RenderPassManager::RIT_Decal ); notifyType( RenderPassManager::RIT_Mesh ); notifyType( RenderPassManager::RIT_Interior ); notifyType( RenderPassManager::RIT_Terrain ); notifyType( RenderPassManager::RIT_Object ); // We want a full-resolution buffer mTargetSizeType = RenderTexTargetBinManager::WindowSize; if(getTargetChainLength() > 0) GFXShader::addGlobalMacro( "TORQUE_LINEAR_DEPTH" ); mNamedTarget.registerWithName( BufferName ); _registerFeatures(); }
RenderTranslucentMgr::RenderTranslucentMgr() : RenderBinManager( RenderPassManager::RIT_Translucent, 1.0f, 1.0f ), mParticleRenderMgr(NULL) { notifyType( RenderPassManager::RIT_ObjectTranslucent ); notifyType( RenderPassManager::RIT_Particle ); //Volumetric Fog Addd notifyType( RenderPassManager::RIT_VolumetricFog ); //Volumetric Fog Addd }
RenderGlowMgr::RenderGlowMgr() : RenderTexTargetBinManager( RenderPassManager::RIT_Mesh, 1.0f, 1.0f, GFXFormatR8G8B8A8, Point2I( 512, 512 ) ) { notifyType( RenderPassManager::RIT_Decal ); notifyType( RenderPassManager::RIT_Translucent ); mNamedTarget.registerWithName( "glowbuffer" ); mTargetSizeType = WindowSize; }