mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Scaling correction to probes in deferred mode to improve parallax adjustment
Ensure that probes are masked to be rendered during bake passes so they can contribute during a bake allowing multibakes Adjusted order of the connect data for the forward shaders to fix a mis-port issue
This commit is contained in:
parent
c1a88ec423
commit
e04f844240
|
|
@ -229,7 +229,7 @@ enum SceneObjectTypeMasks : U32
|
|||
EnvironmentObjectType ),
|
||||
|
||||
SKYLIGHT_CAPTURE_TYPEMASK = (EnvironmentObjectType),
|
||||
REFLECTION_PROBE_CAPTURE_TYPEMASK = (StaticObjectType | StaticShapeObjectType)
|
||||
REFLECTION_PROBE_CAPTURE_TYPEMASK = (StaticObjectType | StaticShapeObjectType | LightObjectType)
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -328,7 +328,7 @@ void RenderProbeMgr::getBestProbes(const Point3F& objPosition, ProbeDataSet* pro
|
|||
MatrixF p2A = curEntry.mProbeInfo->mTransform;
|
||||
probeDataSet->probeWorldToObjArray[i] = p2A;
|
||||
p2A.inverse();
|
||||
probeDataSet->refScaleArray[i] = curEntry.mProbeInfo->mProbeRefScale / p2A.getScale();
|
||||
probeDataSet->refScaleArray[i] = curEntry.mProbeInfo->mProbeRefScale / (p2A.getScale()*2);
|
||||
|
||||
Point3F probePos = curEntry.mProbeInfo->mObject->getPosition();
|
||||
Point3F refPos = probePos + curEntry.mProbeInfo->mProbeRefOffset * probeDataSet->refScaleArray[i].asPoint3F();
|
||||
|
|
|
|||
|
|
@ -2960,9 +2960,9 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
|
|||
MultiLine * meta = new MultiLine;
|
||||
|
||||
// Now the wsPosition and wsView.
|
||||
Var *wsPosition = getInWsPosition(componentList);
|
||||
Var *worldToTangent = getInWorldToTangent(componentList);
|
||||
Var *wsNormal = getInWorldNormal(componentList);
|
||||
Var *wsPosition = getInWsPosition(componentList);
|
||||
Var *wsView = getWsView(wsPosition, meta);
|
||||
|
||||
//Reflection Probe WIP
|
||||
|
|
|
|||
|
|
@ -3038,9 +3038,9 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
|
|||
MultiLine *meta = new MultiLine;
|
||||
|
||||
// Now the wsPosition and wsView.
|
||||
Var* wsPosition = getInWsPosition(componentList);
|
||||
Var* worldToTangent = getInWorldToTangent(componentList);
|
||||
Var *wsNormal = getInWorldNormal(componentList);
|
||||
Var* wsPosition = getInWsPosition(componentList);
|
||||
Var *wsView = getWsView(wsPosition, meta);
|
||||
|
||||
//Reflection Probe WIP
|
||||
|
|
|
|||
Loading…
Reference in a new issue