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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
remove push_back uses in favor of consistent [i], fill probe data with defaults before overriding to ensure no garbage data is getting referenced.
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7837576de7
commit
4aa371cea2
1 changed files with 42 additions and 22 deletions
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@ -670,18 +670,36 @@ void RenderProbeMgr::render( SceneRenderState *state )
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Vector<float> probeUseSphereMode;
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Vector<float> probeRadius;
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Vector<float> probeAttenuation;
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probePositions.setSize(MAXPROBECOUNT);
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probeWorldToObj.setSize(MAXPROBECOUNT);
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probeBBMin.setSize(MAXPROBECOUNT);
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probeBBMax.setSize(MAXPROBECOUNT);
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probeUseSphereMode.setSize(MAXPROBECOUNT);
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probeRadius.setSize(MAXPROBECOUNT);
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probeAttenuation.setSize(MAXPROBECOUNT);
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Vector<GFXCubemapHandle> cubeMaps;
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Vector<GFXCubemapHandle> irradMaps;
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probePositions.setSize(MAXPROBECOUNT);
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probePositions.fill(Point3F::Zero);
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probeWorldToObj.setSize(MAXPROBECOUNT);
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probeWorldToObj.fill(MatrixF::Identity);
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probeBBMin.setSize(MAXPROBECOUNT);
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probeBBMin.fill(Point3F::Zero);
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probeBBMax.setSize(MAXPROBECOUNT);
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probeBBMax.fill(Point3F::Zero);
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probeUseSphereMode.setSize(MAXPROBECOUNT);
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probeUseSphereMode.fill(0.0f);
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probeRadius.setSize(MAXPROBECOUNT);
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probeRadius.fill(0.0f);
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probeAttenuation.setSize(MAXPROBECOUNT);
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probeAttenuation.fill(0.0f);
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cubeMaps.setSize(MAXPROBECOUNT);
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cubeMaps.fill(NULL);
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irradMaps.setSize(MAXPROBECOUNT);
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irradMaps.fill(NULL);
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U32 effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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@ -709,7 +727,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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MatrixF trans = curEntry->getTransform();
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trans.inverse();
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probeWorldToObj.push_back(trans);
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probeWorldToObj[i]=trans;
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probeBBMin[i] = curEntry->mBounds.minExtents;
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probeBBMax[i] = curEntry->mBounds.maxExtents;
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@ -719,14 +737,15 @@ void RenderProbeMgr::render( SceneRenderState *state )
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probeRadius[i] = curEntry->mRadius;
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probeAttenuation[i] = 1;
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cubeMaps.push_back(curEntry->mCubemap);
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irradMaps.push_back(curEntry->mIrradianceCubemap);
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cubeMaps[i] = curEntry->mCubemap;
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irradMaps[i] = curEntry->mIrradianceCubemap;
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effectiveProbeCount++;
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}
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if (effectiveProbeCount != 0)
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{
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U32 count = effectiveProbeCount;
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matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
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GFXCubemapArrayHandle mCubemapArray;
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@ -735,8 +754,8 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFXCubemapArrayHandle mIrradArray;
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mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
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mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
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mCubemapArray->initStatic(cubeMaps.address(), count);
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mIrradArray->initStatic(irradMaps.address(), count);
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NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
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if (deferredTarget)
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@ -766,16 +785,17 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFX->setCubeArrayTexture(4, mCubemapArray);
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GFX->setCubeArrayTexture(5, mIrradArray);
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//Final packing
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AlignedArray<Point4F> _probePositions(effectiveProbeCount, sizeof(Point4F), (U8*)probePositions.address(), false);
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AlignedArray<Point4F> _probeBBMin(effectiveProbeCount, sizeof(Point4F), (U8*)probeBBMin.address(), false);
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AlignedArray<Point4F> _probeBBMax(effectiveProbeCount, sizeof(Point4F), (U8*)probeBBMax.address(), false);
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AlignedArray<float> _probeUseSphereMode(effectiveProbeCount, sizeof(float), (U8*)probeUseSphereMode.address(), false);
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AlignedArray<float> _probeRadius(effectiveProbeCount, sizeof(float), (U8*)probeRadius.address(), false);
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AlignedArray<float> _probeAttenuation(effectiveProbeCount, sizeof(float), (U8*)probeAttenuation.address(), false);
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//Final packing
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AlignedArray<Point4F> _probePositions(count, sizeof(Point4F), (U8*)probePositions.address(), false);
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AlignedArray<Point4F> _probeBBMin(count, sizeof(Point4F), (U8*)probeBBMin.address(), false);
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AlignedArray<Point4F> _probeBBMax(count, sizeof(Point4F), (U8*)probeBBMax.address(), false);
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AlignedArray<float> _probeUseSphereMode(count, sizeof(float), (U8*)probeUseSphereMode.address(), false);
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AlignedArray<float> _probeRadius(count, sizeof(float), (U8*)probeRadius.address(), false);
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AlignedArray<float> _probeAttenuation(count, sizeof(float), (U8*)probeAttenuation.address(), false);
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matParams->set(probePositionSC, _probePositions);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), effectiveProbeCount);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), count);
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matParams->set(probeBBMinSC, _probeBBMin);
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matParams->set(probeBBMaxSC, _probeBBMax);
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matParams->set(probeUseSphereModeSC, _probeUseSphereMode);
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