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Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
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83dd55e851
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102 changed files with 12346 additions and 1911 deletions
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@ -40,9 +40,10 @@
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#include "gfx/gfxDebugEvent.h"
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#include "math/util/matrixSet.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxTextureManager.h"
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const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "directLighting" );
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const String AdvancedLightBinManager::smBufferName( "directLighting" );
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const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "specularLighting" );
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const String AdvancedLightBinManager::smBufferName( "specularLighting" );
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ShadowFilterMode AdvancedLightBinManager::smShadowFilterMode = ShadowFilterMode_SoftShadowHighQuality;
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bool AdvancedLightBinManager::smPSSMDebugRender = false;
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@ -180,6 +181,26 @@ bool AdvancedLightBinManager::setTargetSize(const Point2I &newTargetSize)
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return ret;
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}
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bool AdvancedLightBinManager::_updateTargets()
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{
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PROFILE_SCOPE(AdvancedLightBinManager_updateTargets);
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bool ret = Parent::_updateTargets();
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mDiffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
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if (mDiffuseLightingTarget.isValid())
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{
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mDiffuseLightingTex = mDiffuseLightingTarget->getTexture();
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for (U32 i = 0; i < mTargetChainLength; i++)
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mDiffuseLightingTex);
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}
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GFX->finalizeReset();
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return ret;
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}
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void AdvancedLightBinManager::addLight( LightInfo *light )
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{
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// Get the light type.
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