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https://github.com/TorqueGameEngines/Torque3D.git
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cut down on some of that per-frame allocation via prepping our vector 'registers' during the constructor
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7529864942
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a3e4ce5146
2 changed files with 48 additions and 41 deletions
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@ -48,6 +48,8 @@
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#include "postFx/postEffectCommon.h"
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#endif
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static U32 MAXPROBECOUNT = 50;
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struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
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{
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LinearColorF mAmbient;
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@ -282,6 +284,21 @@ protected:
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GFXShaderConstBuffer *shaderConsts);
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GFXTextureObject * mBrdfTexture;
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//Array rendering
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Vector<Point3F> probePositions;
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Vector<MatrixF> probeWorldToObj;
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Vector<Point3F> probeBBMin;
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Vector<Point3F> probeBBMax;
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Vector<float> probeUseSphereMode;
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Vector<float> probeRadius;
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Vector<float> probeAttenuation;
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Vector<GFXCubemapHandle> cubeMaps;
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Vector<GFXCubemapHandle> irradMaps;
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GFXCubemapArrayHandle mCubemapArray;
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GFXCubemapArrayHandle mIrradArray;
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public:
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RenderProbeMgr();
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RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
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