Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.

TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
This commit is contained in:
Areloch 2019-05-02 00:05:12 -05:00
parent 98a3ff604a
commit 4e557aec83
6 changed files with 40 additions and 21 deletions

View file

@ -143,6 +143,8 @@ struct ProbeShaderConstants
GFXShaderConstHandle *mProbeIrradianceCubemapSC;
GFXShaderConstHandle *mProbeCountSC;
GFXShaderConstHandle *mBRDFTextureMap;
GFXShaderConstHandle *mSkylightSpecularMap;
GFXShaderConstHandle *mSkylightIrradMap;
GFXShaderConstHandle *mHasSkylight;
@ -227,6 +229,8 @@ class RenderProbeMgr : public RenderBinManager
//Default skylight, used for shape editors, etc
ProbeRenderInst* mDefaultSkyLight;
GFXTexHandle mBRDFTexture;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);