RenderProbeMgr
Engine/source/renderInstance/renderProbeMgr.h
Private Types
Parent
Private Attributes
bool
mCubeMapSlots [PROBE_MAX_COUNT]
bool
bool
bool
Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures.
Public Static Attributes
bool
Debug rendering.
Protected Static Attributes
The current active light manager.
Public Functions
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
bakeProbe(ReflectionProbe * probeInfo)
getBestProbes(const Point3F & objPosition, ProbeDataSet * probeDataSet)
getProbeTextureData(ProbeTextureArrayData * probeTextureSet)
bool
onAdd()
Called when the object is added to the sim.
registerProbe(ProbeRenderInst * newProbe)
setProbeInfo(ProcessedMaterial * pmat, const Material * mat, const SceneData & sgData, const SceneRenderState * state, U32 pass, GFXShaderConstBuffer * shaderConsts)
setupSGData(SceneData & data, const SceneRenderState * state, LightInfo * light)
submitProbe(const ProbeRenderInst & newProbe)
unregisterProbe(U32 probeIdx)
updateProbeTexture(ProbeRenderInst * probeInfo)
Public Static Functions
Returns the active LM.
Protected Functions
_update4ProbeConsts(const SceneData & sgData, MatrixSet & matSet, ProbeShaderConstants * probeShaderConsts, GFXShaderConstBuffer * shaderConsts)
This helper function sets the shader constansts for the stock 4 light forward lighting code.
addElement(RenderInst * inst)
render(SceneRenderState * state)
Detailed Description
Private Types
typedef RenderBinManager Parent
Private Attributes
Vector< ProbeRenderInst > mActiveProbes
GFXTexHandle mBRDFTexture
ProbeConstantMap mConstantLookup
U32 mCubeMapCount
bool mCubeMapSlots [PROBE_MAX_COUNT]
U32 mCubeSlotCount
ProbeRenderInst * mDefaultSkyLight
U32 mEffectiveProbeCount
bool mHasSkylight
GFXCubemapArrayHandle mIrradianceArray
ProbeShaderConstants * mLastConstants
GFXShaderRef mLastShader
S32 mMipCount
GFXCubemapArrayHandle mPrefilterArray
U32 mPrefilterMipLevels
U32 mPrefilterSize
SimObjectPtr< PostEffect > mProbeArrayEffect
ProbeDataSet mProbeData
bool mProbesDirty
Vector< ProbeRenderInst * > mRegisteredProbes
S32 mSkylightCubemapIdx
bool mUseHDRCaptures
Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures.
Public Static Attributes
const U32 INVALID_CUBE_SLOT
const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE
const GFXFormat PROBE_FORMAT
const U32 PROBE_IRRAD_SIZE
const U32 PROBE_MAX_COUNT
const U32 PROBE_MAX_FRAME
const U32 PROBE_PREFILTER_SIZE
F32 smMaxProbeDrawDistance
S32 smMaxProbesPerFrame
bool smRenderReflectionProbes
Debug rendering.
Protected Static Attributes
RenderProbeMgr * smProbeManager
The current active light manager.
Public Functions
RenderProbeMgr()
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
~RenderProbeMgr()
bakeProbe(ReflectionProbe * probeInfo)
bakeProbes()
DECLARE_CONOBJECT(RenderProbeMgr )
getBestProbes(const Point3F & objPosition, ProbeDataSet * probeDataSet)
getProbeTextureData(ProbeTextureArrayData * probeTextureSet)
getSkylightIndex()
onAdd()
Reimplemented from: SimObject
onRemove()
Reimplemented from: RenderBinManager
registerProbe(ProbeRenderInst * newProbe)
reloadTextures()
setProbeInfo(ProcessedMaterial * pmat, const Material * mat, const SceneData & sgData, const SceneRenderState * state, U32 pass, GFXShaderConstBuffer * shaderConsts)
setupSGData(SceneData & data, const SceneRenderState * state, LightInfo * light)
submitProbe(const ProbeRenderInst & newProbe)
unregisterProbe(U32 probeIdx)
updateProbes()
updateProbeTexture(ProbeRenderInst * probeInfo)
Public Static Functions
_probeScoreCmp(const ProbeRenderInst * a, const ProbeRenderInst * b)
consoleInit()
getProbeManager()
Returns the active LM.
initPersistFields()
Protected Functions
_findNextEmptyCubeSlot()
_setupPerFrameParameters(const SceneRenderState * state)
_setupStaticParameters()
_update4ProbeConsts(const SceneData & sgData, MatrixSet & matSet, ProbeShaderConstants * probeShaderConsts, GFXShaderConstBuffer * shaderConsts)
This helper function sets the shader constansts for the stock 4 light forward lighting code.
addElement(RenderInst * inst)
Reimplemented from: RenderBinManager
getProbeArrayEffect()
getProbeShaderConstants(GFXShaderConstBuffer * buffer)
render(SceneRenderState * state)
Reimplemented from: RenderBinManager