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https://github.com/TorqueGameEngines/Torque3D.git
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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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33 changed files with 317 additions and 1821 deletions
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@ -82,19 +82,15 @@ protected:
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enum MaskBits
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{
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TransformMask = Parent::NextFreeMask << 0,
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UpdateMask = Parent::NextFreeMask << 1,
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StaticDataMask = Parent::NextFreeMask << 1,
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EnabledMask = Parent::NextFreeMask << 2,
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CubemapMask = Parent::NextFreeMask << 3,
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ModeMask = Parent::NextFreeMask << 4,
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RadiusMask = Parent::NextFreeMask << 5,
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ShapeTypeMask = Parent::NextFreeMask << 6,
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BakeInfoMask = Parent::NextFreeMask << 7,
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NextFreeMask = Parent::NextFreeMask << 8
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NextFreeMask = Parent::NextFreeMask << 3
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};
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bool mBake;
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bool mEnabled;
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bool mDirty;
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bool mCubemapDirty;
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Resource<TSShape> mEditorShape;
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TSShapeInstance* mEditorShapeInst;
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@ -105,7 +101,6 @@ protected:
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ProbeRenderInst::ProbeShapeType mProbeShapeType;
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ProbeRenderInst* mProbeInfo;
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U32 mProbeInfoIdx;
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//Reflection Contribution stuff
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ReflectionModeType mReflectionModeType;
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@ -221,13 +216,11 @@ public:
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// Create the geometry for rendering
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void createGeometry();
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// Get the Material instance
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void updateCubemaps();
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virtual void updateProbeParams();
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bool createClientResources();
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void processDynamicCubemap();
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void processStaticCubemap();
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// This is the function that allows this object to submit itself for rendering
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@ -243,8 +236,6 @@ public:
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String getPrefilterMapPath();
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String getIrradianceMapPath();
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void bake();
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const U32 getProbeInfoIndex() { return mProbeInfoIdx; }
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};
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typedef ProbeRenderInst::ProbeShapeType ReflectProbeType;
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@ -253,4 +244,4 @@ DefineEnumType(ReflectProbeType);
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typedef ReflectionProbe::ReflectionModeType ReflectionModeEnum;
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DefineEnumType(ReflectionModeEnum);
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#endif // _ReflectionProbe_H_
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#endif // _ReflectionProbe_H_
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