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Merge pull request #1341 from Azaezel/alpha41/probeOffsetFix

fix probe capturepoint nudge utility
Brian Roberts 8 months ago
parent
commit
783f2a03b4

+ 1 - 2
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -349,7 +349,7 @@ void RenderProbeMgr::getBestProbes(const Point3F& objPosition, ProbeDataSet* pro
       probeDataSet->refScaleArray[i].w = curEntry.mProbeInfo->mCanDamp? 1.0 : 0.0;
 
       Point3F probePos = curEntry.mProbeInfo->mObject->getPosition();
-      Point3F refPos = probePos + curEntry.mProbeInfo->mProbeRefOffset * probeDataSet->refScaleArray[i].asPoint3F();
+      Point3F refPos = curEntry.mProbeInfo->mProbeRefOffset;
 
       probeDataSet->probePositionArray[i] = Point4F(probePos.x, probePos.y, probePos.z, 0);
       probeDataSet->probeRefPositionArray[i] = Point4F(refPos.x, refPos.y, refPos.z, 0);
@@ -622,7 +622,6 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
 
       IBLUtilities::GenerateIrradianceMap(renderTarget, cubeRefl.getCubemap(), clientProbe->mIrridianceMap->mCubemap);
       //IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap);
-      clientProbe->mIrridianceMap->mCubemap->generateMipMaps();
 
       U32 endMSTime = Platform::getRealMilliseconds();
       F32 diffTime = F32(endMSTime - startMSTime);

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl

@@ -528,7 +528,7 @@ vec4 computeForwardProbes(Surface surface,
       if (contrib > 0.0f)
       {
          int cubemapIdx = int(inProbeConfigData[i].a);
-         vec3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
+         vec3 dir = boxProject(surface.P-inRefPosArray[i].xyz, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inProbePosArray[i].xyz);
 
          irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
          specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
@@ -679,7 +679,7 @@ vec4 debugVizForwardProbes(Surface surface,
       if (contrib > 0.0f)
       {
          float cubemapIdx = inProbeConfigData[i].a;
-         vec3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
+         vec3 dir = boxProject(surface.P-inRefPosArray[i].xyz, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inProbePosArray[i].xyz);
 
          irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
          specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl

@@ -533,7 +533,7 @@ float4 computeForwardProbes(Surface surface,
       if (contrib > 0.0f)
       {
          int cubemapIdx = inProbeConfigData[i].a;
-         float3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
+         float3 dir = boxProject(surface.P-inRefPosArray[i].xyz, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inProbePosArray[i].xyz);
 
          irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
          specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
@@ -685,7 +685,7 @@ float4 debugVizForwardProbes(Surface surface,
       if (contrib > 0.0f)
       {
          int cubemapIdx = inProbeConfigData[i].a;
-         float3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
+         float3 dir = boxProject(surface.P-inRefPosArray[i].xyz, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inProbePosArray[i].xyz);
 
          irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
          specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl

@@ -182,7 +182,7 @@ void main()
       if (contrib > 0.0f)
       {
          int cubemapIdx = int(probeConfigData[i].a);
-         vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, refPosArray[i].xyz);
+         vec3 dir = boxProject(surface.P-refPosArray[i].xyz, surface.R, worldToObjArray[i], refScaleArray[i].xyz, probePosArray[i].xyz);
 
          irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
          specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -173,7 +173,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
       if (contrib > 0.0f)
       {
          int cubemapIdx = probeConfigData[i].a;
-         float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, refPosArray[i].xyz);
+         float3 dir = boxProject(surface.P-refPosArray[i].xyz, surface.R, worldToObjArray[i], refScaleArray[i].xyz, probePosArray[i].xyz);
 
          irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
          specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;