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.
This commit is contained in:
Areloch 2019-06-04 00:21:52 -05:00
parent 17cec11b97
commit a552471e4e
33 changed files with 317 additions and 1821 deletions

View file

@ -119,18 +119,6 @@ void SphereEnvironmentProbe::onRemove()
Parent::onRemove();
}
void SphereEnvironmentProbe::setTransform(const MatrixF & mat)
{
// Let SceneObject handle all of the matrix manipulation
Parent::setTransform(mat);
mDirty = true;
// Dirty our network mask so that the new transform gets
// transmitted to the client object
setMaskBits(TransformMask);
}
U32 SphereEnvironmentProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
// Allow the Parent to get a crack at writing its info
@ -151,13 +139,8 @@ void SphereEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream
void SphereEnvironmentProbe::updateProbeParams()
{
mProbeShapeType = ProbeRenderInst::Sphere;
Parent::updateProbeParams();
mProbeInfo->mProbeShapeType = ProbeRenderInst::Sphere;
PROBEMGR->updateProbes();
updateCubemaps();
}
void SphereEnvironmentProbe::prepRenderImage(SceneRenderState *state)
@ -234,4 +217,4 @@ void SphereEnvironmentProbe::prepRenderImage(SceneRenderState *state)
void SphereEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
{
Parent::setPreviewMatParameters(renderState, mat);
}
}