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https://github.com/TorqueGameEngines/Torque3D.git
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Added refactor of Editor Settings window
Various fixes for asset handling. WIP of crash tracking
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d4e55c1bf3
commit
17cec11b97
29 changed files with 660 additions and 271 deletions
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@ -267,6 +267,13 @@ bool RenderProbeMgr::onAdd()
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return false;
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}
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/*String brdfTexturePath = GFXTextureManager::getBRDFTexturePath();
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if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentSRGBProfile, "BRDFTexture"))
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{
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Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture");
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return false;
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}*/
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return true;
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}
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@ -554,6 +561,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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ProbeShaderConstants *probeShaderConsts,
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GFXShaderConstBuffer *shaderConsts)
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{
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return;
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PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
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// Skip over gathering lights if we don't have to!
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@ -658,6 +666,9 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
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//if (mBRDFTexture.isValid())
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// GFX->setTexture(3, mBRDFTexture);
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if(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister() != -1)
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GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
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if(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister() != -1)
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@ -743,6 +754,7 @@ void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
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//-----------------------------------------------------------------------------
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void RenderProbeMgr::render( SceneRenderState *state )
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{
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return;
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//PROFILE_SCOPE(RenderProbeMgr_render);
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if (getProbeArrayEffect() == nullptr)
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return;
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@ -793,6 +805,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
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if (mEffectiveProbeCount != 0)
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{
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//mProbeArrayEffect->setTexture(3, mBRDFTexture);
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mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
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mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);
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