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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 16:14:38 +00:00
should only need to set the brdf texture the once
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ce4409db17
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2 changed files with 5 additions and 0 deletions
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@ -35,6 +35,7 @@
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#include "shaderGen/shaderGenVars.h"
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#include "shaderGen/shaderGenVars.h"
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#include "materials/shaderData.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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IMPLEMENT_CONOBJECT(RenderProbeMgr);
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IMPLEMENT_CONOBJECT(RenderProbeMgr);
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ConsoleDocClass( RenderProbeMgr,
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ConsoleDocClass( RenderProbeMgr,
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@ -243,6 +244,8 @@ RenderProbeMgr::RenderProbeMgr()
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mLastShader(nullptr),
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mLastShader(nullptr),
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mLastConstants(nullptr)
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mLastConstants(nullptr)
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{
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{
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String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
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mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
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}
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}
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RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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@ -786,6 +789,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFX->setCubeArrayTexture(3, mCubemapArray);
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GFX->setCubeArrayTexture(3, mCubemapArray);
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GFX->setCubeArrayTexture(4, mIrradArray);
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GFX->setCubeArrayTexture(4, mIrradArray);
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GFX->setTexture(5, mBrdfTexture);
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matParams->set(probePositionSC, probePositions);
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matParams->set(probePositionSC, probePositions);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
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@ -280,6 +280,7 @@ protected:
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GFXShaderConstHandle *probeLocalPosSC,
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GFXShaderConstHandle *probeLocalPosSC,
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GFXShaderConstBuffer *shaderConsts);
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GFXShaderConstBuffer *shaderConsts);
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GFXTextureObject * mBrdfTexture;
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public:
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public:
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RenderProbeMgr();
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RenderProbeMgr();
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RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
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RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
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