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Merge pull request #1341 from Azaezel/alpha41/probeOffsetFix
fix probe capturepoint nudge utility
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commit
783f2a03b4
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@ -349,7 +349,7 @@ void RenderProbeMgr::getBestProbes(const Point3F& objPosition, ProbeDataSet* pro
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probeDataSet->refScaleArray[i].w = curEntry.mProbeInfo->mCanDamp? 1.0 : 0.0;
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Point3F probePos = curEntry.mProbeInfo->mObject->getPosition();
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Point3F refPos = probePos + curEntry.mProbeInfo->mProbeRefOffset * probeDataSet->refScaleArray[i].asPoint3F();
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Point3F refPos = curEntry.mProbeInfo->mProbeRefOffset;
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probeDataSet->probePositionArray[i] = Point4F(probePos.x, probePos.y, probePos.z, 0);
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probeDataSet->probeRefPositionArray[i] = Point4F(refPos.x, refPos.y, refPos.z, 0);
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@ -622,7 +622,6 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
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IBLUtilities::GenerateIrradianceMap(renderTarget, cubeRefl.getCubemap(), clientProbe->mIrridianceMap->mCubemap);
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//IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap);
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clientProbe->mIrridianceMap->mCubemap->generateMipMaps();
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U32 endMSTime = Platform::getRealMilliseconds();
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F32 diffTime = F32(endMSTime - startMSTime);
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@ -528,7 +528,7 @@ vec4 computeForwardProbes(Surface surface,
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if (contrib > 0.0f)
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{
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int cubemapIdx = int(inProbeConfigData[i].a);
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vec3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
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vec3 dir = boxProject(surface.P-inRefPosArray[i].xyz, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inProbePosArray[i].xyz);
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irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
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specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
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@ -679,7 +679,7 @@ vec4 debugVizForwardProbes(Surface surface,
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if (contrib > 0.0f)
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{
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float cubemapIdx = inProbeConfigData[i].a;
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vec3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
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vec3 dir = boxProject(surface.P-inRefPosArray[i].xyz, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inProbePosArray[i].xyz);
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irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
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specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
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@ -533,7 +533,7 @@ float4 computeForwardProbes(Surface surface,
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if (contrib > 0.0f)
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{
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int cubemapIdx = inProbeConfigData[i].a;
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float3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
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float3 dir = boxProject(surface.P-inRefPosArray[i].xyz, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inProbePosArray[i].xyz);
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irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
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specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
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@ -685,7 +685,7 @@ float4 debugVizForwardProbes(Surface surface,
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if (contrib > 0.0f)
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{
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int cubemapIdx = inProbeConfigData[i].a;
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float3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
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float3 dir = boxProject(surface.P-inRefPosArray[i].xyz, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inProbePosArray[i].xyz);
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irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
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specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
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@ -182,7 +182,7 @@ void main()
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if (contrib > 0.0f)
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{
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int cubemapIdx = int(probeConfigData[i].a);
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vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, refPosArray[i].xyz);
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vec3 dir = boxProject(surface.P-refPosArray[i].xyz, surface.R, worldToObjArray[i], refScaleArray[i].xyz, probePosArray[i].xyz);
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irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
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specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
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@ -173,7 +173,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
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if (contrib > 0.0f)
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{
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int cubemapIdx = probeConfigData[i].a;
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float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, refPosArray[i].xyz);
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float3 dir = boxProject(surface.P-refPosArray[i].xyz, surface.R, worldToObjArray[i], refScaleArray[i].xyz, probePosArray[i].xyz);
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irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
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specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
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