Fix the cube map directions, hopefully
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3f01630b8a
commit
48e769b635
2 changed files with 21 additions and 21 deletions
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@ -280,23 +280,23 @@ TArray<uint16_t> VkLightprober::GenerateIrradianceMap()
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_COMPUTE, irradianceMap.pipeline.get());
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// +x, +y, +z, -x, -y, -z
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// +x, -x, +y, -y, +z, -z
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FVector3 dir[6] = {
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FVector3( 1.0f, 0.0f, 0.0f),
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FVector3( 0.0f, 1.0f, 0.0f),
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FVector3( 0.0f, 0.0f, 1.0f),
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FVector3(-1.0f, 0.0f, 0.0f),
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FVector3( 0.0f, 1.0f, 0.0f),
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FVector3( 0.0f, -1.0f, 0.0f),
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FVector3( 0.0f, 0.0f, 1.0f),
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FVector3( 0.0f, 0.0f, -1.0f)
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};
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FVector3 up[6] = {
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, 0.0f, 1.0f),
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, 0.0f, -1.0f),
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, -1.0f, 0.0f)
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};
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@ -422,23 +422,23 @@ TArray<uint16_t> VkLightprober::GeneratePrefilterMap()
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_COMPUTE, prefilterMap.pipeline.get());
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// +x, +y, +z, -x, -y, -z
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// +x, -x, +y, -y, +z, -z
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FVector3 dir[6] = {
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FVector3( 1.0f, 0.0f, 0.0f),
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FVector3( 0.0f, 1.0f, 0.0f),
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FVector3( 0.0f, 0.0f, 1.0f),
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FVector3(-1.0f, 0.0f, 0.0f),
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FVector3( 0.0f, 1.0f, 0.0f),
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FVector3( 0.0f, -1.0f, 0.0f),
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FVector3( 0.0f, 0.0f, 1.0f),
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FVector3( 0.0f, 0.0f, -1.0f)
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};
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FVector3 up[6] = {
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, 0.0f, 1.0f),
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, 0.0f, -1.0f),
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FVector3(0.0f, -1.0f, 0.0f),
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FVector3(0.0f, -1.0f, 0.0f)
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};
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@ -1078,25 +1078,25 @@ void R_SetupFrame(FRenderViewpoint& viewPoint, const FViewWindow& viewWindow, AA
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cubeside.Yaw = DAngle::fromDeg(0);
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cubeside.Pitch = DAngle::fromDeg(0);
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break;
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case 1: // +Y
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cubeside.Yaw = DAngle::fromDeg(90);
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cubeside.Pitch = DAngle::fromDeg(0);
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break;
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case 2: // +Z
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cubeside.Yaw = DAngle::fromDeg(0);
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cubeside.Pitch = DAngle::fromDeg(90);
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break;
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case 3: // -X
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case 1: // -X
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cubeside.Yaw = DAngle::fromDeg(180);
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cubeside.Pitch = DAngle::fromDeg(0);
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break;
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case 4: // -Y
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cubeside.Yaw = DAngle::fromDeg(-90);
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case 2: // +Y
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cubeside.Yaw = DAngle::fromDeg(90);
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cubeside.Pitch = DAngle::fromDeg(90);
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break;
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case 3: // -Y
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cubeside.Yaw = DAngle::fromDeg(90);
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cubeside.Pitch = DAngle::fromDeg(-90);
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break;
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case 4: // +Z
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cubeside.Yaw = DAngle::fromDeg(90);
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cubeside.Pitch = DAngle::fromDeg(0);
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break;
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case 5: // -Z
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cubeside.Yaw = DAngle::fromDeg(0);
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cubeside.Pitch = DAngle::fromDeg(-90);
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cubeside.Yaw = DAngle::fromDeg(-90);
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cubeside.Pitch = DAngle::fromDeg(0);
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break;
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}
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viewPoint.Angles = cubeside;
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