Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts

This commit is contained in:
Areloch 2019-01-30 13:52:59 -06:00
parent c6d4ea37b9
commit 3efbdbf9e1
4 changed files with 27 additions and 87 deletions

View file

@ -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();