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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
reference cleanups:
1) kill off extraneous cubemap and irradiancecubemap source-to-shader variable ties 2) use the cubemap arrays (renderdoc for instance doesn't list them as being input at all if they're never used) 3) use the vert file
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1dfd130d85
commit
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3 changed files with 28 additions and 19 deletions
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@ -729,10 +729,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
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MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
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MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
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MaterialParameterHandle *probeCubemapArraySC = reflProbeMat->matInstance->getMaterialParameterHandle("$cubeMap");
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MaterialParameterHandle *probeIrradianceArraySC = reflProbeMat->matInstance->getMaterialParameterHandle("$irradianceCubemap");
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U32 effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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@ -790,16 +787,28 @@ void RenderProbeMgr::render( SceneRenderState *state )
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NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
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if (deferredTarget)
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GFX->setTexture(0, deferredTarget->getTexture());
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else
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GFX->setTexture(0, NULL);
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NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
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if (colorTarget)
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GFX->setTexture(1, colorTarget->getTexture());
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else
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GFX->setTexture(1, NULL);
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NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
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if (matinfoTarget)
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GFX->setTexture(2, matinfoTarget->getTexture());
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else
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GFX->setTexture(2, NULL);
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if (mBrdfTexture)
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{
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GFX->setTexture(3, mBrdfTexture);
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}
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else
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GFX->setTexture(3, NULL);
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GFX->setTexture(3, mBrdfTexture);
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GFX->setCubeArrayTexture(4, mCubemapArray);
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GFX->setCubeArrayTexture(5, mIrradArray);
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