mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
portwork from jeff to use farFrustumQuad for the vertex shader
This commit is contained in:
parent
c6d4ea37b9
commit
2eb58e4cb7
4 changed files with 24 additions and 86 deletions
|
|
@ -314,35 +314,27 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
|
|||
|
||||
// Now build the quad for drawing full-screen vector light
|
||||
// passes.... this is a volatile VB and updates every frame.
|
||||
GFXVertexPC verts[4];
|
||||
FarFrustumQuadVert verts[4];
|
||||
{
|
||||
verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
|
||||
//invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
|
||||
//verts[0].texCoord.set(-1.0, 1.0);
|
||||
//verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
|
||||
verts[0].texCoord.set(-1.0, 1.0);
|
||||
verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
|
||||
|
||||
verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
|
||||
// invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
|
||||
//verts[1].texCoord.set(1.0, 1.0);
|
||||
//verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
|
||||
verts[1].texCoord.set(1.0, 1.0);
|
||||
verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
|
||||
|
||||
verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
|
||||
//invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
|
||||
// verts[2].texCoord.set(-1.0, -1.0);
|
||||
// verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
|
||||
verts[2].texCoord.set(-1.0, -1.0);
|
||||
verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
|
||||
|
||||
verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
|
||||
// invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
|
||||
// verts[3].texCoord.set(1.0, -1.0);
|
||||
// verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
|
||||
}
|
||||
|
||||
Point3F norms[4];
|
||||
{
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &norms[0]);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &norms[1]);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &norms[2]);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &norms[3]);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
|
||||
verts[3].texCoord.set(1.0, -1.0);
|
||||
verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
|
||||
}
|
||||
|
||||
mFarFrustumQuadVerts.set(GFX, 4);
|
||||
|
|
@ -350,8 +342,7 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
|
|||
mFarFrustumQuadVerts.unlock();
|
||||
|
||||
PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
|
||||
PlaneF vsFarPlane(norms[0], norms[1], norms[2]);
|
||||
|
||||
PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
|
||||
|
||||
ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
|
||||
|
||||
|
|
@ -839,46 +830,6 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
}
|
||||
//
|
||||
//
|
||||
/*ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
|
||||
|
||||
for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
|
||||
{
|
||||
if (i > 0)
|
||||
return;
|
||||
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
|
||||
|
||||
if (!reflProbeArrayMat || !reflProbeArrayMat->matInstance)
|
||||
break;
|
||||
|
||||
//Setup
|
||||
//MatrixF probeTrans = curEntry->getTransform();
|
||||
|
||||
//if (!curEntry->mIsSkylight)
|
||||
{
|
||||
//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
|
||||
// probeTrans.scale(curEntry->mRadius * 1.01f);
|
||||
|
||||
//sgData.objTrans = &state-;
|
||||
|
||||
reflProbeArrayMat->setProbeParameters(curEntry, state, worldToCameraXfm);
|
||||
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(mFarFrustumQuadVerts);
|
||||
GFX->setPrimitiveBuffer(NULL);
|
||||
while (reflProbeArrayMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
//matrixSet.setWorld(*sgData.objTrans);
|
||||
reflProbeArrayMat->matInstance->setTransforms(matrixSet, state);
|
||||
reflProbeArrayMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
//
|
||||
//
|
||||
|
||||
GFX->popActiveRenderTarget();
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue