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Bind number of mips to reflection importance shading sampler

BearishSun 8 lat temu
rodzic
commit
f729e27862

+ 1 - 0
Source/BansheeEngine/Include/BsReflectionProbes.h

@@ -38,6 +38,7 @@ namespace bs { namespace ct
 	BS_PARAM_BLOCK_BEGIN(ReflectionCubeImportanceSampleParamDef)
 		BS_PARAM_BLOCK_ENTRY(int, gCubeFace)
 		BS_PARAM_BLOCK_ENTRY(int, gMipLevel)
+		BS_PARAM_BLOCK_ENTRY(int, gNumMips)
 		BS_PARAM_BLOCK_ENTRY(float, gPrecomputedMipFactor)
 	BS_PARAM_BLOCK_END
 

+ 1 - 0
Source/BansheeEngine/Source/BsReflectionProbes.cpp

@@ -58,6 +58,7 @@ namespace bs { namespace ct
 		mInputTexture.set(source);
 		gReflectionCubeImportanceSampleParamDef.gCubeFace.set(mParamBuffer, face);
 		gReflectionCubeImportanceSampleParamDef.gMipLevel.set(mParamBuffer, mip);
+		gReflectionCubeImportanceSampleParamDef.gNumMips.set(mParamBuffer, source->getProperties().getNumMipmaps() + 1);
 
 		float width = (float)source->getProperties().getWidth();
 		float height = (float)source->getProperties().getHeight();