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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor
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parent
4aa371cea2
commit
0caac1a28c
2 changed files with 48 additions and 41 deletions
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@ -246,6 +246,36 @@ RenderProbeMgr::RenderProbeMgr()
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{
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String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
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mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
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probePositions.setSize(MAXPROBECOUNT);
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probePositions.fill(Point3F::Zero);
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probeWorldToObj.setSize(MAXPROBECOUNT);
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probeWorldToObj.fill(MatrixF::Identity);
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probeBBMin.setSize(MAXPROBECOUNT);
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probeBBMin.fill(Point3F::Zero);
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probeBBMax.setSize(MAXPROBECOUNT);
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probeBBMax.fill(Point3F::Zero);
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probeUseSphereMode.setSize(MAXPROBECOUNT);
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probeUseSphereMode.fill(0.0f);
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probeRadius.setSize(MAXPROBECOUNT);
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probeRadius.fill(0.0f);
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probeAttenuation.setSize(MAXPROBECOUNT);
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probeAttenuation.fill(0.0f);
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cubeMaps.setSize(MAXPROBECOUNT);
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cubeMaps.fill(NULL);
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irradMaps.setSize(MAXPROBECOUNT);
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irradMaps.fill(NULL);
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GFXCubemapArrayHandle mCubemapArray;
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GFXCubemapArrayHandle mIrradArray;
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}
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RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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@ -662,44 +692,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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return;
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MatrixF trans = MatrixF::Identity;
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sgData.objTrans = &trans;
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Vector<Point3F> probePositions;
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Vector<MatrixF> probeWorldToObj;
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Vector<Point3F> probeBBMin;
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Vector<Point3F> probeBBMax;
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Vector<float> probeUseSphereMode;
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Vector<float> probeRadius;
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Vector<float> probeAttenuation;
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Vector<GFXCubemapHandle> cubeMaps;
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Vector<GFXCubemapHandle> irradMaps;
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probePositions.setSize(MAXPROBECOUNT);
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probePositions.fill(Point3F::Zero);
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probeWorldToObj.setSize(MAXPROBECOUNT);
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probeWorldToObj.fill(MatrixF::Identity);
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probeBBMin.setSize(MAXPROBECOUNT);
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probeBBMin.fill(Point3F::Zero);
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probeBBMax.setSize(MAXPROBECOUNT);
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probeBBMax.fill(Point3F::Zero);
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probeUseSphereMode.setSize(MAXPROBECOUNT);
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probeUseSphereMode.fill(0.0f);
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probeRadius.setSize(MAXPROBECOUNT);
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probeRadius.fill(0.0f);
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probeAttenuation.setSize(MAXPROBECOUNT);
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probeAttenuation.fill(0.0f);
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cubeMaps.setSize(MAXPROBECOUNT);
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cubeMaps.fill(NULL);
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irradMaps.setSize(MAXPROBECOUNT);
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irradMaps.fill(NULL);
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U32 effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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@ -748,10 +741,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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U32 count = effectiveProbeCount;
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matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
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GFXCubemapArrayHandle mCubemapArray;
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mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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GFXCubemapArrayHandle mIrradArray;
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mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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mCubemapArray->initStatic(cubeMaps.address(), count);
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