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put probe.boxmax/min code back as it was prior to merge. still having that /4 oddness.

Azaezel hace 6 años
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df6b7f3351

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

@@ -346,7 +346,7 @@ void RenderProbeMgr::_setupStaticParameters()
 
       probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
       Point3F bbMin = refPos - curEntry.mProbeRefScale/2;
-      Point3F bbMax = curEntry.mExtents/4;
+      Point3F bbMax = refPos + curEntry.mProbeRefScale/2;
       probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
       probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);
 

+ 3 - 6
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -86,12 +86,9 @@ float3 boxProject(Surface surface, ProbeData probe)
    float3 RayLS = mul(probe.worldToLocal, float4(surface.R,0.0)).xyz;
    float3 PositionLS = mul( probe.worldToLocal,  float4(surface.P,1.0)).xyz;
    
-   //float3 invRayLS = rcp(RayLS);
-   float3 unit = float3(1,1,1);
-   float3 plane1vec  = (unit - PositionLS) / RayLS;
-   float3 plane2vec = (-unit - PositionLS) / RayLS;
-   //float3 plane1vec  = invRayLS - PositionLS * RayLS;
-   //float3 plane2vec = -invRayLS - PositionLS * RayLS;
+   float3 unit = probe.boxMax-probe.boxMin;
+   float3 plane1vec  = (unit/2 - PositionLS) / RayLS;
+   float3 plane2vec = (-unit/2 - PositionLS) / RayLS;
    float3 furthestPlane = max(plane1vec, plane2vec);
    float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
    float3 posonbox = surface.P + surface.R * dist;