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https://github.com/TorqueGameEngines/Torque3D.git
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Probe Array WIP
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453958234e
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11 changed files with 586 additions and 56 deletions
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@ -33,6 +33,8 @@
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#include "gfx/gfxDebugEvent.h"
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#include "materials/shaderData.h"
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IMPLEMENT_CONOBJECT(RenderProbeMgr);
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ConsoleDocClass( RenderProbeMgr,
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@ -116,34 +118,43 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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// Now build the quad for drawing full-screen vector light
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// passes.... this is a volatile VB and updates every frame.
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FarFrustumQuadVert verts[4];
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GFXVertexPC verts[4];
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{
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verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
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verts[0].texCoord.set(-1.0, 1.0);
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verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
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//invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
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//verts[0].texCoord.set(-1.0, 1.0);
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//verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
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verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
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verts[1].texCoord.set(1.0, 1.0);
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verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
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// invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
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//verts[1].texCoord.set(1.0, 1.0);
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//verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
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verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
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verts[2].texCoord.set(-1.0, -1.0);
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verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
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//invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
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// verts[2].texCoord.set(-1.0, -1.0);
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// verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
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verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
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verts[3].texCoord.set(1.0, -1.0);
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verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
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// invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
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// verts[3].texCoord.set(1.0, -1.0);
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// verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
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}
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Point3F norms[4];
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{
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invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &norms[0]);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &norms[1]);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &norms[2]);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &norms[3]);
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}
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mFarFrustumQuadVerts.set(GFX, 4);
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dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
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mFarFrustumQuadVerts.unlock();
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PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
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PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
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PlaneF vsFarPlane(norms[0], norms[1], norms[2]);
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// Parameters calculated, assign them to the materials
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@ -168,6 +179,17 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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farPlane,
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vsFarPlane);
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}
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ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
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if (reflProbeArrayMat != nullptr && reflProbeArrayMat->matInstance != nullptr)
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{
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reflProbeArrayMat->setViewParameters(frustum.getNearDist(),
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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vsFarPlane);
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}
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}
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//-----------------------------------------------------------------------------
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@ -230,7 +252,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
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ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
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for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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/*for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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{
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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@ -268,54 +290,155 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
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}
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}
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}*/
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//Array rendering
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static U32 MAXPROBECOUNT = 50;
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U32 probeCount = PROBEMGR->mRegisteredProbes.size();
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if (probeCount != 0)
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{
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AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
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dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
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if (reflProbeMat && reflProbeMat->matInstance)
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{
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MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
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MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
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matParams->setSafe(numProbesSC, (float)probeCount);
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//ProcessedShaderMaterial* processedMat = reflProbeMat->matInstance->getProcessedShaderMaterial();
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//GFXShaderConstBuffer* shaderConsts = processedMat->_getShaderConstBuffer(0);
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//ProbeShaderConstants *psc = PROBEMGR->getProbeShaderConstants(shaderConsts);
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MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
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U32 effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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{
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if (effectiveProbeCount >= MAXPROBECOUNT)
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break;
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ProbeRenderInst* curEntry = ProbeRenderInst::all[PROBEMGR->mRegisteredProbes[i]];
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/*if (!curEntry->mIsEnabled)
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continue;
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if (curEntry->numPrims == 0)
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continue;
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if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
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continue;
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if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
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break;*/
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//Setup
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const Point3F &probePos = curEntry->getPosition();
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probePositions[i].x = probePos.x;
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probePositions[i].y = probePos.y;
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probePositions[i].z = probePos.z;
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Point3F test = probePositions[i];
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MatrixF probeTrans = curEntry->getTransform();
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if (!curEntry->mIsSkylight)
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{
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//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
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// probeTrans.scale(curEntry->mRadius * 1.01f);
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sgData.objTrans = &probeTrans;
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reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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}
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effectiveProbeCount++;
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}
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if (effectiveProbeCount != 0)
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{
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Con::printf("Probe aligned position count: %i", probeCount);
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for (U32 p = 0; p < probeCount; p++)
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{
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Point3F prb = probePositions[p];
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Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
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bool tasadfh = true;
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}
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matParams->set(probePositionSC, probePositions);
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// Set geometry
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GFX->setVertexBuffer(mFarFrustumQuadVerts);
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GFX->setPrimitiveBuffer(NULL);
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while (reflProbeMat->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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matrixSet.setWorld(*sgData.objTrans);
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reflProbeMat->matInstance->setTransforms(matrixSet, state);
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reflProbeMat->matInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
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}
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}
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}
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}
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//
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//
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/*ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
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for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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{
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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if (i > 0)
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return;
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if (!curEntry->mIsEnabled)
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continue;
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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if (curEntry->numPrims == 0)
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continue;
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if (!reflProbeArrayMat || !reflProbeArrayMat->matInstance)
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break;
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if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
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continue;
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//Setup
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//MatrixF probeTrans = curEntry->getTransform();
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if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
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break;
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//if (!curEntry->mIsSkylight)
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{
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//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
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// probeTrans.scale(curEntry->mRadius * 1.01f);
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//Setup
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MatrixF probeTrans = curEntry->getTransform();
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if (!curEntry->mIsSkylight)
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{
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if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
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probeTrans.scale(curEntry->mRadius * 1.01f);
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//sgData.objTrans = &state-;
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sgData.objTrans = &probeTrans;
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reflProbeArrayMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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// Set geometry
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GFX->setVertexBuffer(mFarFrustumQuadVerts);
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GFX->setPrimitiveBuffer(NULL);
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while (reflProbeArrayMat->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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//matrixSet.setWorld(*sgData.objTrans);
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reflProbeArrayMat->matInstance->setTransforms(matrixSet, state);
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reflProbeArrayMat->matInstance->setSceneInfo(state, sgData);
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// Set geometry
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GFX->setVertexBuffer(curEntry->vertBuffer);
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GFX->setPrimitiveBuffer(curEntry->primBuffer);
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while (reflProbeMat->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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matrixSet.setWorld(*sgData.objTrans);
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reflProbeMat->matInstance->setTransforms(matrixSet, state);
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reflProbeMat->matInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
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}
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}
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}
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GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
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}
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}
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}*/
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//
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//
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GFX->popActiveRenderTarget();
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//PROBEMGR->unregisterAllProbes();
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PROBEMGR->mRegisteredProbes.clear();
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PROFILE_END();
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GFX->setVertexBuffer(NULL);
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@ -38,18 +38,18 @@
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#include "postFx/postEffectCommon.h"
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//**************************************************************************
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// RenderObjectMgr
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//**************************************************************************
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class RenderProbeMgr : public RenderBinManager
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{
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typedef RenderBinManager Parent;
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public:
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typedef GFXVertexPNTT FarFrustumQuadVert;
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protected:
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GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
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GFXVertexBufferHandle<GFXVertexPC> mFarFrustumQuadVerts;
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public:
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RenderProbeMgr();
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