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https://github.com/TorqueGameEngines/Torque3D.git
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reflector classvar cleanups
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33ebe34440
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ebf3f2d971
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@ -315,20 +315,20 @@ void CubeReflector::updateReflection( const ReflectParams ¶ms )
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const GFXFormat reflectFormat = REFLECTMGR->getReflectFormat();
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if ( texResize ||
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cubemap.isNull() ||
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cubemap->getFormat() != reflectFormat )
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mCubemap.isNull() ||
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mCubemap->getFormat() != reflectFormat )
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{
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cubemap = GFX->createCubemap();
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cubemap->initDynamic( texDim, reflectFormat );
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mCubemap = GFX->createCubemap();
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mCubemap->initDynamic( texDim, reflectFormat );
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}
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GFXTexHandle depthBuff = LightShadowMap::_getDepthTarget( texDim, texDim );
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mDepthBuff = LightShadowMap::_getDepthTarget( texDim, texDim );
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if ( renderTarget.isNull() )
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renderTarget = GFX->allocRenderToTextureTarget();
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if ( mRenderTarget.isNull() )
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mRenderTarget = GFX->allocRenderToTextureTarget();
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GFX->pushActiveRenderTarget();
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renderTarget->attachTexture( GFXTextureTarget::DepthStencil, depthBuff );
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mRenderTarget->attachTexture( GFXTextureTarget::DepthStencil, mDepthBuff );
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F32 oldVisibleDist = gClientSceneGraph->getVisibleDistance();
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@ -407,8 +407,8 @@ void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx )
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GFX->setWorldMatrix(matView);
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GFX->clearTextureStateImmediate(0);
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renderTarget->attachTexture( GFXTextureTarget::Color0, cubemap, faceidx );
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GFX->setActiveRenderTarget( renderTarget );
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mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, faceidx );
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GFX->setActiveRenderTarget(mRenderTarget);
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GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0 );
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SceneRenderState reflectRenderState
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@ -427,7 +427,7 @@ void CubeReflector::updateFace( const ReflectParams ¶ms, U32 faceidx )
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LIGHTMGR->unregisterAllLights();
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// Clean up.
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renderTarget->resolve();
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mRenderTarget->resolve();
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}
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F32 CubeReflector::calcFaceScore( const ReflectParams ¶ms, U32 faceidx )
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@ -746,18 +746,18 @@ void PlaneReflector::setGFXMatrices( const MatrixF &camTrans )
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MatrixF relCamTrans = invObjTrans * camTrans;
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MatrixF camReflectTrans = getCameraReflection( relCamTrans );
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MatrixF camTrans = mObject->getRenderTransform() * camReflectTrans;
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camTrans.inverse();
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MatrixF objTrans = mObject->getRenderTransform() * camReflectTrans;
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objTrans.inverse();
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GFX->setWorldMatrix( camTrans );
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GFX->setWorldMatrix(objTrans);
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// use relative reflect transform for modelview since clip plane is in object space
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camTrans = camReflectTrans;
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camTrans.inverse();
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objTrans = camReflectTrans;
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objTrans.inverse();
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// set new projection matrix
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gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
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MatrixF clipProj = getFrustumClipProj( camTrans );
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MatrixF clipProj = getFrustumClipProj(objTrans);
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GFX->setProjectionMatrix( clipProj );
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}
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else
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@ -153,16 +153,16 @@ public:
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virtual void unregisterReflector();
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virtual void updateReflection( const ReflectParams ¶ms );
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GFXCubemap* getCubemap() const { return cubemap; }
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GFXCubemap* getCubemap() const { return mCubemap; }
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void updateFace( const ReflectParams ¶ms, U32 faceidx );
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F32 calcFaceScore( const ReflectParams ¶ms, U32 faceidx );
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protected:
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GFXTexHandle depthBuff;
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GFXTextureTargetRef renderTarget;
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GFXCubemapHandle cubemap;
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GFXTexHandle mDepthBuff;
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GFXTextureTargetRef mRenderTarget;
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GFXCubemapHandle mCubemap;
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U32 mLastTexSize;
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class CubeFaceReflector : public ReflectorBase
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