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resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type

AzaezelX %!s(int64=6) %!d(string=hai) anos
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Modificáronse 1 ficheiros con 11 adicións e 6 borrados
  1. 11 6
      Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp

+ 11 - 6
Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp

@@ -3167,11 +3167,8 @@ ShaderFeature::Resources ReflectionProbeFeatHLSL::getResources(const MaterialFea
 {
    Resources res;
 
-   //res.numTex = 4;
-   //res.numTexReg = 4;
-
-   res.numTex = 4;
-   res.numTexReg = 4;
+   res.numTex = 5;
+   res.numTexReg = 5;
 
    return res;
 }
@@ -3183,8 +3180,16 @@ void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
 {
    if (stageFeatures.features[MFT_ReflectionProbes])
    {
+      passData.mSamplerNames[texIndex] = "BRDFTexture";
+      passData.mTexType[texIndex++] = Material::Standard;
       // assuming here that it is a scenegraph cubemap
-      passData.mSamplerNames[texIndex] = "inProbeCubemap";
+      passData.mSamplerNames[texIndex] = "specularCubemapAR";
+      passData.mTexType[texIndex++] = Material::SGCube;
+      passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
+      passData.mTexType[texIndex++] = Material::SGCube;
+      passData.mSamplerNames[texIndex] = "skylightSpecularMap";
+      passData.mTexType[texIndex++] = Material::SGCube;
+      passData.mSamplerNames[texIndex] = "skylightIrradMap";
       passData.mTexType[texIndex++] = Material::SGCube;
    }
 }