Corrected probe init'ing so they don't fight for the cubemap idx order

Also correct deleting behavior so it updates indicies when a probe is removed
Updated forward lighting to utilize the same math as deferred
This commit is contained in:
Areloch 2019-06-30 23:04:16 -05:00
parent a2aa241c92
commit e87dc787ee
18 changed files with 426 additions and 375 deletions

View file

@ -460,10 +460,8 @@ LightingShaderConstants::LightingShaderConstants()
mLightPositionSC(NULL),
mLightDiffuseSC(NULL),
mLightAmbientSC(NULL),
mLightInvRadiusSqSC(NULL),
mLightConfigDataSC(NULL),
mLightSpotDirSC(NULL),
mLightSpotAngleSC(NULL),
mLightSpotFalloffSC(NULL),
mShadowMapSC(NULL),
mDynamicShadowMapSC(NULL),
mShadowMapSizeSC(NULL),
@ -524,10 +522,8 @@ void LightingShaderConstants::init(GFXShader* shader)
mLightPositionSC = shader->getShaderConstHandle( ShaderGenVars::lightPosition );
mLightDiffuseSC = shader->getShaderConstHandle( ShaderGenVars::lightDiffuse );
mLightAmbientSC = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
mLightInvRadiusSqSC = shader->getShaderConstHandle( ShaderGenVars::lightInvRadiusSq );
mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
mLightSpotAngleSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotAngle );
mLightSpotFalloffSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotFalloff );
mShadowMapSC = shader->getShaderConstHandle("$shadowMap");
mDynamicShadowMapSC = shader->getShaderConstHandle("$dynamicShadowMap");