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typofix for bbMinArray, cubemap array lookups for irradiance and spec

Azaezel vor 6 Jahren
Ursprung
Commit
1607f58bc4

+ 1 - 1
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -721,7 +721,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
 
          MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
          MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
-         MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArrayy");
+         MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
          MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
          MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
          MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");

+ 3 - 5
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -65,8 +65,7 @@ float3 iblBoxDiffuse( Surface surface, int id)
 {
    float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
    cubeN.z *=-1;
-   //return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
-   return float3(1,1,1);
+   return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
 }
 
 float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
@@ -82,8 +81,7 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
    float3 cubeR = normalize(r);
    cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
 	
-   //float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
-   float3 radiance = float3(1,1,1);
+   float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,lod,id).xyz * (brdf.x + brdf.y);
     
    return radiance;
 }
@@ -150,7 +148,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
             blendVal[i] = max(0,blendVal[i]);		
         }
 		blendSum += blendVal[i];
-        invBlendSum +=(1.0f - blendVal[i]);
+      invBlendSum +=(1.0f - blendVal[i]);
    }
 	
    // Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.