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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
WIP hook-in of the cubemap array.
Also inversed probe transforms to make them correct.
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parent
c0e8b047f5
commit
5b7e2edb66
4 changed files with 53 additions and 22 deletions
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@ -318,12 +318,14 @@ void RenderProbeMgr::render( SceneRenderState *state )
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dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
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dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
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Vector<GFXCubemapHandle> cubeMaps;
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Vector<GFXCubemapHandle> irradMaps;
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if (reflProbeMat && reflProbeMat->matInstance)
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{
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MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
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MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
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matParams->setSafe(numProbesSC, (float)probeCount);
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MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
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MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
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@ -333,6 +335,9 @@ void RenderProbeMgr::render( SceneRenderState *state )
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MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
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MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
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MaterialParameterHandle *probeCubemapArraySC = reflProbeMat->matInstance->getMaterialParameterHandle("$cubeMap");
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MaterialParameterHandle *probeIrradianceArraySC = reflProbeMat->matInstance->getMaterialParameterHandle("$irradianceCubemap");
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U32 effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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@ -342,11 +347,20 @@ void RenderProbeMgr::render( SceneRenderState *state )
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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if (!curEntry->mIsEnabled)
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continue;
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if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
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continue;
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//Setup
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const Point3F &probePos = curEntry->getPosition();
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probePositions[i] = probePos + curEntry->mProbePosOffset;
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probeWorldToObj[i] = curEntry->getTransform();
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MatrixF trans = curEntry->getTransform();
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trans.inverse();
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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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@ -356,11 +370,28 @@ 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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effectiveProbeCount++;
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}
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if (effectiveProbeCount != 0)
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{
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matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
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GFXCubemapArrayHandle mCubemapArray;
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mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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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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GFX->setCubeArrayTexture(3, mCubemapArray);
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GFX->setCubeArrayTexture(4, mIrradArray);
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matParams->set(probePositionSC, probePositions);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
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matParams->set(probeBBMinSC, probeBBMin);
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