Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)

This commit is contained in:
Areloch 2019-01-26 02:05:18 -06:00
parent fcd0dabc48
commit 2abdef7459
15 changed files with 881 additions and 1715 deletions

View file

@ -40,7 +40,7 @@
#include "console/propertyParsing.h"
#include "gfx/util/screenspace.h"
#include "scene/reflectionManager.h"
#include "lighting/probeManager.h"
#include "renderInstance/renderProbeMgr.h"
ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
@ -323,7 +323,7 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
if (lm)
lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
ProbeManager* pm = state ? PROBEMGR : NULL;
RenderProbeMgr* pm = state ? PROBEMGR : NULL;
if (pm)
pm->setProbeInfo(this, NULL, sgData, state, pass, shaderConsts);