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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-25 15:14:46 +00:00
add irradiancecubemap intialised validation check, shifted cubemap vectors back to push_back and the array to size. kiled off now entriely redundant count tracking var
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@ -267,12 +267,6 @@ RenderProbeMgr::RenderProbeMgr()
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probeAttenuation.setSize(MAXPROBECOUNT);
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probeAttenuation.fill(0.0f);
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cubeMaps.setSize(MAXPROBECOUNT);
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cubeMaps.fill(NULL);
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irradMaps.setSize(MAXPROBECOUNT);
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irradMaps.fill(NULL);
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}
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RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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@ -705,6 +699,9 @@ void RenderProbeMgr::render( SceneRenderState *state )
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if (!curEntry->mCubemap->isInitialised())
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continue;
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if (!curEntry->mIrradianceCubemap->isInitialised())
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continue;
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if (curEntry->mIsSkylight)
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continue;
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@ -725,22 +722,21 @@ void RenderProbeMgr::render( SceneRenderState *state )
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probeRadius[i] = curEntry->mRadius;
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probeAttenuation[i] = 1;
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cubeMaps[i] = curEntry->mCubemap;
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irradMaps[i] = curEntry->mIrradianceCubemap;
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cubeMaps.push_back(curEntry->mCubemap);
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irradMaps.push_back(curEntry->mIrradianceCubemap);
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effectiveProbeCount++;
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}
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if (effectiveProbeCount != 0)
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{
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U32 count = effectiveProbeCount;
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matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
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mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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mCubemapArray->initStatic(cubeMaps.address(), count);
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mIrradArray->initStatic(irradMaps.address(), count);
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mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
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mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
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NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
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if (deferredTarget)
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@ -770,17 +766,16 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFX->setCubeArrayTexture(4, mCubemapArray);
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GFX->setCubeArrayTexture(5, mIrradArray);
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count = MAXPROBECOUNT;
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//Final packing
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AlignedArray<Point4F> _probePositions(count, sizeof(Point4F), (U8*)probePositions.address(), false);
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AlignedArray<Point4F> _probeBBMin(count, sizeof(Point4F), (U8*)probeBBMin.address(), false);
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AlignedArray<Point4F> _probeBBMax(count, sizeof(Point4F), (U8*)probeBBMax.address(), false);
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AlignedArray<float> _probeUseSphereMode(count, sizeof(float), (U8*)probeUseSphereMode.address(), false);
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AlignedArray<float> _probeRadius(count, sizeof(float), (U8*)probeRadius.address(), false);
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AlignedArray<float> _probeAttenuation(count, sizeof(float), (U8*)probeAttenuation.address(), false);
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AlignedArray<Point4F> _probePositions(MAXPROBECOUNT, sizeof(Point4F), (U8*)probePositions.address(), false);
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AlignedArray<Point4F> _probeBBMin(MAXPROBECOUNT, sizeof(Point4F), (U8*)probeBBMin.address(), false);
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AlignedArray<Point4F> _probeBBMax(MAXPROBECOUNT, sizeof(Point4F), (U8*)probeBBMax.address(), false);
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AlignedArray<float> _probeUseSphereMode(MAXPROBECOUNT, sizeof(float), (U8*)probeUseSphereMode.address(), false);
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AlignedArray<float> _probeRadius(MAXPROBECOUNT, sizeof(float), (U8*)probeRadius.address(), false);
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AlignedArray<float> _probeAttenuation(MAXPROBECOUNT, sizeof(float), (U8*)probeAttenuation.address(), false);
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matParams->set(probePositionSC, _probePositions);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), count);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), MAXPROBECOUNT);
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matParams->set(probeBBMinSC, _probeBBMin);
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matParams->set(probeBBMaxSC, _probeBBMax);
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matParams->set(probeUseSphereModeSC, _probeUseSphereMode);
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