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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
hook up attenuation value. todo: sort networkjing properly
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parent
003c79132e
commit
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5 changed files with 21 additions and 79 deletions
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@ -82,7 +82,8 @@ ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
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mIrradianceCubemap(NULL),
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mRadius(1.0f),
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mProbeRefOffset(0, 0, 0),
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mProbeRefScale(1,1,1)
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mProbeRefScale(1,1,1),
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mAtten(0.0)
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{
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}
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@ -108,6 +109,7 @@ void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
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mBounds = probeInfo->mBounds;
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mIsSkylight = probeInfo->mIsSkylight;
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mScore = probeInfo->mScore;
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mAtten = probeInfo->mAtten;
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}
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//
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@ -312,9 +314,6 @@ void RenderProbeMgr::_setupStaticParameters()
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cubeMaps.clear();
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irradMaps.clear();
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//This should probably ultimately be a per-probe value, but for now, global for testing/adjustability
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F32 attenuation = Con::getFloatVariable("$pref::ReflectionProbes::AttenuationStrength", 3.5);
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for (U32 i = 0; i < probeCount; i++)
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{
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if (mEffectiveProbeCount >= MAXPROBECOUNT)
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@ -352,7 +351,7 @@ void RenderProbeMgr::_setupStaticParameters()
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probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
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curEntry.mRadius,
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attenuation,
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curEntry.mAtten,
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1);
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cubeMaps.push_back(curEntry.mCubemap);
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