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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-14 04:03:46 +00:00
Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
Added some initial asset stuffs for Das Boot for building out a better testing level.
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ff871f37e3
commit
6a654a9c35
243 changed files with 5818 additions and 1821 deletions
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@ -73,7 +73,8 @@ S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
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//
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//
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ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
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ProbeRenderInst::ProbeRenderInst() :
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mIsEnabled(true),
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mTransform(true),
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mDirty(false),
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mPriority(1.0f),
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@ -85,7 +86,8 @@ ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
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mProbeRefScale(1,1,1),
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mAtten(0.0),
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mCubemapIndex(0),
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mIsSkylight(false)
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mIsSkylight(false),
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mProbeIdx(0)
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{
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}
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@ -267,12 +269,12 @@ bool RenderProbeMgr::onAdd()
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return false;
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}
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/*String brdfTexturePath = GFXTextureManager::getBRDFTexturePath();
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String brdfTexturePath = GFXTextureManager::getBRDFTexturePath();
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if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentSRGBProfile, "BRDFTexture"))
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{
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Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture");
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return false;
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}*/
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}
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return true;
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}
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@ -312,21 +314,21 @@ void RenderProbeMgr::addElement(RenderInst *inst)
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}*/
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}
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void RenderProbeMgr::registerProbe(U32 probeIdx)
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ProbeRenderInst* RenderProbeMgr::registerProbe(const bool &isSkylight)
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{
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//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
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if (probeIdx >= ProbeRenderInst::all.size())
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return;
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ProbeRenderInst newProbe;
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newProbe.mIsSkylight = isSkylight;
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mRegisteredProbes.push_back_unique(probeIdx);
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mRegisteredProbes.push_back(newProbe);
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newProbe.mProbeIdx = mRegisteredProbes.size();
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if (!ProbeRenderInst::all[probeIdx]->mIsSkylight)
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if (!newProbe.mIsSkylight)
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{
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const U32 cubeIndex = _findNextEmptyCubeSlot();
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if (cubeIndex == INVALID_CUBE_SLOT)
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{
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Con::warnf("RenderProbeMgr::addProbe: Invalid cubemap slot.");
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return;
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return nullptr;
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}
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//check if we need to resize the cubemap array
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@ -349,33 +351,34 @@ void RenderProbeMgr::registerProbe(U32 probeIdx)
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mCubeSlotCount += PROBE_ARRAY_SLOT_BUFFER_SIZE;
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}
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ProbeRenderInst::all[probeIdx]->mCubemapIndex = cubeIndex;
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newProbe.mCubemapIndex = cubeIndex;
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//mark cubemap slot as taken
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mCubeMapSlots[cubeIndex] = true;
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mCubeMapCount++;
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Con::warnf("RenderProbeMgr::registerProbe: Registered probe %u to cubeIndex %u", probeIdx, cubeIndex);
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Con::warnf("RenderProbeMgr::registerProbe: Registered probe %u to cubeIndex %u", newProbe.mProbeIdx, cubeIndex);
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}
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//rebuild our probe data
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_setupStaticParameters();
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mProbesDirty = true;
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return &mRegisteredProbes.last();
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}
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void RenderProbeMgr::unregisterProbe(U32 probeIdx)
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{
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//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
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if (probeIdx >= ProbeRenderInst::all.size())
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if (probeIdx >= mRegisteredProbes.size())
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return;
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mRegisteredProbes.remove(probeIdx);
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if (ProbeRenderInst::all[probeIdx]->mCubemapIndex == INVALID_CUBE_SLOT)
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if (mRegisteredProbes[probeIdx].mCubemapIndex == INVALID_CUBE_SLOT)
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return;
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//mark cubemap slot as available now
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mCubeMapSlots[ProbeRenderInst::all[probeIdx]->mCubemapIndex] = false;
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mCubeMapSlots[mRegisteredProbes[probeIdx].mCubemapIndex] = false;
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mCubeMapCount--;
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mRegisteredProbes.erase(probeIdx);
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//rebuild our probe data
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_setupStaticParameters();
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}
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@ -407,7 +410,7 @@ void RenderProbeMgr::updateProbes()
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void RenderProbeMgr::_setupStaticParameters()
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{
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//Array rendering
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U32 probeCount = ProbeRenderInst::all.size();
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U32 probeCount = mRegisteredProbes.size();
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mEffectiveProbeCount = 0;
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mMipCount = 0;
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@ -433,10 +436,10 @@ void RenderProbeMgr::_setupStaticParameters()
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irradMaps.clear();
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Vector<U32> cubemapIdxes;
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if (probeCount != 0 && ProbeRenderInst::all[0]->mPrefilterCubemap != nullptr)
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if (probeCount != 0 && mRegisteredProbes[0].mPrefilterCubemap != nullptr)
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{
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//Get our mipCount
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mMipCount = ProbeRenderInst::all[0]->mPrefilterCubemap.getPointer()->getMipMapLevels();
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mMipCount = mRegisteredProbes[0].mPrefilterCubemap.getPointer()->getMipMapLevels();
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}
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else
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{
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@ -448,7 +451,7 @@ void RenderProbeMgr::_setupStaticParameters()
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if (mEffectiveProbeCount >= MAXPROBECOUNT)
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break;
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const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
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const ProbeRenderInst& curEntry = mRegisteredProbes[i];
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if (!curEntry.mIsEnabled)
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continue;
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@ -489,29 +492,21 @@ void RenderProbeMgr::_setupStaticParameters()
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mProbesDirty = false;
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}
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void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probe)
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{
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//We don't stuff skylights into the array, so we can just skip out on this if it's a skylight
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if (probe->mIsSkylight)
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return;
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S32 probeIdx = ProbeRenderInst::all.find_next(probe);
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if (probeIdx != -1) //i mean, the opposite shouldn't even be possible
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updateProbeTexture(probeIdx);
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}
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void RenderProbeMgr::updateProbeTexture(U32 probeIdx)
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{
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if (probeIdx >= ProbeRenderInst::all.size())
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if (probeIdx >= mRegisteredProbes.size())
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return;
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const U32 cubeIndex = ProbeRenderInst::all[probeIdx]->mCubemapIndex;
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mIrradianceArray->updateTexture(ProbeRenderInst::all[probeIdx]->mIrradianceCubemap, cubeIndex);
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mPrefilterArray->updateTexture(ProbeRenderInst::all[probeIdx]->mPrefilterCubemap, cubeIndex);
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//We don't stuff skylights into the array, so we can just skip out on this if it's a skylight
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if (mRegisteredProbes[probeIdx].mIsSkylight)
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return;
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const U32 cubeIndex = mRegisteredProbes[probeIdx].mCubemapIndex;
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mIrradianceArray->updateTexture(mRegisteredProbes[probeIdx].mIrradianceCubemap, cubeIndex);
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mPrefilterArray->updateTexture(mRegisteredProbes[probeIdx].mPrefilterCubemap, cubeIndex);
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Con::warnf("UpdatedProbeTexture - probeIdx: %u on cubeIndex %u, Irrad validity: %d, Prefilter validity: %d", probeIdx, cubeIndex,
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ProbeRenderInst::all[probeIdx]->mIrradianceCubemap->isInitialized(), ProbeRenderInst::all[probeIdx]->mPrefilterCubemap->isInitialized());
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mRegisteredProbes[probeIdx].mIrradianceCubemap->isInitialized(), mRegisteredProbes[probeIdx].mPrefilterCubemap->isInitialized());
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}
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void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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@ -593,7 +588,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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matSet.restoreSceneViewProjection();
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//Array rendering
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U32 probeCount = ProbeRenderInst::all.size();
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U32 probeCount = mRegisteredProbes.size();
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S8 bestPickProbes[4] = { -1,-1,-1,-1 };
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@ -603,7 +598,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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//if (effectiveProbeCount >= MAX_FORWARD_PROBES)
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// break;
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const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
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const ProbeRenderInst& curEntry = mRegisteredProbes[i];
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if (!curEntry.mIsEnabled)
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continue;
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@ -614,13 +609,13 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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if (dist > curEntry.mRadius || dist > curEntry.mExtents.len())
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continue;
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if(bestPickProbes[0] == -1 || (Point3F(sgData.objTrans->getPosition() - ProbeRenderInst::all[bestPickProbes[0]]->mPosition).len() > dist))
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if(bestPickProbes[0] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[0]].mPosition).len() > dist))
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bestPickProbes[0] = i;
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else if (bestPickProbes[1] == -1 || (Point3F(sgData.objTrans->getPosition() - ProbeRenderInst::all[bestPickProbes[1]]->mPosition).len() > dist))
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else if (bestPickProbes[1] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[1]].mPosition).len() > dist))
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bestPickProbes[1] = i;
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else if (bestPickProbes[2] == -1 || (Point3F(sgData.objTrans->getPosition() - ProbeRenderInst::all[bestPickProbes[2]]->mPosition).len() > dist))
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else if (bestPickProbes[2] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[2]].mPosition).len() > dist))
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bestPickProbes[2] = i;
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else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - ProbeRenderInst::all[bestPickProbes[3]]->mPosition).len() > dist))
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else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[3]].mPosition).len() > dist))
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bestPickProbes[3] = i;
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}
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}
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@ -631,7 +626,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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if (bestPickProbes[i] == -1)
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continue;
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const ProbeRenderInst& curEntry = *ProbeRenderInst::all[bestPickProbes[i]];
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const ProbeRenderInst& curEntry = mRegisteredProbes[bestPickProbes[i]];
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probePositionArray[effectiveProbeCount] = curEntry.getPosition();
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probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
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@ -666,8 +661,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
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//if (mBRDFTexture.isValid())
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// GFX->setTexture(3, mBRDFTexture);
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if (mBRDFTexture.isValid())
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GFX->setTexture(3, mBRDFTexture);
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if(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister() != -1)
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GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
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@ -680,12 +675,12 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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&& probeShaderConsts->mSkylightSpecularMap->isValid())
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{
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//Array rendering
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U32 probeCount = ProbeRenderInst::all.size();
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U32 probeCount = mRegisteredProbes.size();
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bool hasSkylight = false;
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for (U32 i = 0; i < probeCount; i++)
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{
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const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
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const ProbeRenderInst& curEntry = mRegisteredProbes[i];
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if (!curEntry.mIsEnabled)
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continue;
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@ -754,8 +749,6 @@ void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
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//-----------------------------------------------------------------------------
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void RenderProbeMgr::render( SceneRenderState *state )
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{
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return;
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//PROFILE_SCOPE(RenderProbeMgr_render);
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if (getProbeArrayEffect() == nullptr)
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return;
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@ -763,7 +756,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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_setupStaticParameters();
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// Early out if nothing to draw.
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if (!RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (!ProbeRenderInst::all.size() || mEffectiveProbeCount == 0 || mCubeMapCount != 0 ) && !mHasSkylight)
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if (!RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (!mRegisteredProbes.size() || mEffectiveProbeCount == 0 || mCubeMapCount != 0 ) && !mHasSkylight)
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{
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getProbeArrayEffect()->setSkip(true);
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return;
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@ -791,7 +784,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib);
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//Array rendering
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//U32 probeCount = ProbeRenderInst::all.size();
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//U32 probeCount = mRegisteredProbes.size();
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mProbeArrayEffect->setShaderConst("$hasSkylight", (float)mHasSkylight);
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if (mHasSkylight)
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@ -805,7 +798,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
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if (mEffectiveProbeCount != 0)
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{
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//mProbeArrayEffect->setTexture(3, mBRDFTexture);
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mProbeArrayEffect->setTexture(3, mBRDFTexture);
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mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
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mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);
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