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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
differentiate forward lit and deferred ibl vars
since we're not currently using the same arrays et al for the whole pass, need to make sure those don't fight
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8c2aaaad18
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42bc6fa358
7 changed files with 44 additions and 43 deletions
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@ -3054,7 +3054,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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//Reflection Probe WIP
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U32 MAX_FORWARD_PROBES = 4;
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Var *numProbes = new Var("numProbes", "int");
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Var *numProbes = new Var("inNumProbes", "int");
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numProbes->uniform = true;
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numProbes->constSortPos = cspPotentialPrimitive;
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@ -3062,7 +3062,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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cubeMips->uniform = true;
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cubeMips->constSortPos = cspPotentialPrimitive;
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Var * skylightCubemapIdx = new Var("skylightCubemapIdx", "float");
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Var * skylightCubemapIdx = new Var("inSkylightCubemapIdx", "float");
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skylightCubemapIdx->uniform = true;
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skylightCubemapIdx->constSortPos = cspPotentialPrimitive;
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@ -3081,12 +3081,12 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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refScaleArray->uniform = true;
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refScaleArray->constSortPos = cspPotentialPrimitive;
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Var *probeConfigData = new Var("probeConfigData", "float4");
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Var *probeConfigData = new Var("inProbeConfigData", "float4");
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probeConfigData->arraySize = MAX_FORWARD_PROBES;
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probeConfigData->uniform = true;
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probeConfigData->constSortPos = cspPotentialPrimitive;
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Var *worldToObjArray = new Var("worldToObjArray", "float4x4");
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Var *worldToObjArray = new Var("inWorldToObjArray", "float4x4");
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worldToObjArray->arraySize = MAX_FORWARD_PROBES;
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worldToObjArray->uniform = true;
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worldToObjArray->constSortPos = cspPotentialPrimitive;
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@ -3101,22 +3101,22 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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BRDFTextureTex->texture = true;
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BRDFTextureTex->constNum = BRDFTexture->constNum;
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Var *specularCubemapAR = new Var("specularCubemapAR", "SamplerState");
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Var *specularCubemapAR = new Var("inSpecularCubemapAR", "SamplerState");
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specularCubemapAR->uniform = true;
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specularCubemapAR->sampler = true;
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specularCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
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Var *specularCubemapARTex = new Var("texture_specularCubemapAR", "TextureCubeArray");
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Var *specularCubemapARTex = new Var("texture_inSpecularCubemapAR", "TextureCubeArray");
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specularCubemapARTex->uniform = true;
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specularCubemapARTex->texture = true;
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specularCubemapARTex->constNum = specularCubemapAR->constNum;
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Var *irradianceCubemapAR = new Var("irradianceCubemapAR", "SamplerState");
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Var *irradianceCubemapAR = new Var("inIrradianceCubemapAR", "SamplerState");
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irradianceCubemapAR->uniform = true;
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irradianceCubemapAR->sampler = true;
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irradianceCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
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Var *irradianceCubemapARTex = new Var("texture_irradianceCubemapAR", "TextureCubeArray");
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Var *irradianceCubemapARTex = new Var("texture_inIrradianceCubemapAR", "TextureCubeArray");
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irradianceCubemapARTex->uniform = true;
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irradianceCubemapARTex->texture = true;
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irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum;
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@ -3171,9 +3171,9 @@ void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
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passData.mSamplerNames[texIndex] = "BRDFTexture";
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passData.mTexType[texIndex++] = Material::Standard;
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// assuming here that it is a scenegraph cubemap
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passData.mSamplerNames[texIndex] = "specularCubemapAR";
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passData.mSamplerNames[texIndex] = "inSpecularCubemapAR";
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passData.mTexType[texIndex++] = Material::SGCube;
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passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
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passData.mSamplerNames[texIndex] = "inIrradianceCubemapAR";
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passData.mTexType[texIndex++] = Material::SGCube;
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}
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}
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