Added refactor of Editor Settings window

Various fixes for asset handling.
WIP of crash tracking
This commit is contained in:
Areloch 2019-06-03 02:47:30 -05:00
parent d4e55c1bf3
commit 17cec11b97
29 changed files with 660 additions and 271 deletions

View file

@ -267,6 +267,13 @@ bool RenderProbeMgr::onAdd()
return false;
}
/*String brdfTexturePath = GFXTextureManager::getBRDFTexturePath();
if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentSRGBProfile, "BRDFTexture"))
{
Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture");
return false;
}*/
return true;
}
@ -554,6 +561,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
ProbeShaderConstants *probeShaderConsts,
GFXShaderConstBuffer *shaderConsts)
{
return;
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
// Skip over gathering lights if we don't have to!
@ -658,6 +666,9 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
//if (mBRDFTexture.isValid())
// GFX->setTexture(3, mBRDFTexture);
if(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister() != -1)
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
if(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister() != -1)
@ -743,6 +754,7 @@ void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
//-----------------------------------------------------------------------------
void RenderProbeMgr::render( SceneRenderState *state )
{
return;
//PROFILE_SCOPE(RenderProbeMgr_render);
if (getProbeArrayEffect() == nullptr)
return;
@ -793,6 +805,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
if (mEffectiveProbeCount != 0)
{
//mProbeArrayEffect->setTexture(3, mBRDFTexture);
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);