ammend caputre mask so that skylight et al gets terrain, but skips editor-only renders

This commit is contained in:
AzaezelX 2023-01-03 06:53:59 -06:00
parent b256d62b85
commit 5f319e50ed
2 changed files with 4 additions and 4 deletions

View file

@ -228,8 +228,8 @@ enum SceneObjectTypeMasks : U32
OUTDOOR_OBJECT_TYPEMASK = ( TerrainObjectType |
EnvironmentObjectType ),
SKYLIGHT_CAPTURE_TYPEMASK = (EnvironmentObjectType),
REFLECTION_PROBE_CAPTURE_TYPEMASK = (StaticObjectType | StaticShapeObjectType | LightObjectType)
SKYLIGHT_CAPTURE_TYPEMASK = (OUTDOOR_OBJECT_TYPEMASK) & ~(PhysicalZoneObjectType | MarkerObjectType | TriggerObjectType),
REFLECTION_PROBE_CAPTURE_TYPEMASK = (SKYLIGHT_CAPTURE_TYPEMASK | StaticObjectType | StaticShapeObjectType | LightObjectType)
};
#endif

View file

@ -560,8 +560,8 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
ReflectorDesc reflDesc;
reflDesc.texSize = resolution;
reflDesc.farDist = farPlane;
reflDesc.detailAdjust = 1;
reflDesc.objectTypeMask = probe->mProbeShapeType == ReflectionProbe::ProbeInfo::Skylight ? SKYLIGHT_CAPTURE_TYPEMASK : REFLECTION_PROBE_CAPTURE_TYPEMASK;
reflDesc.detailAdjust = (F32)resolution;
reflDesc.objectTypeMask = probe->mCaptureMask;
CubeReflector cubeRefl;
cubeRefl.registerReflector(probe, &reflDesc);