Introduce separate GI directory
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Content/Shaders/GI/GlobalSurfaceAtlas.flax
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Content/Shaders/GI/GlobalSurfaceAtlas.flax
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Content/Shaders/GlobalSurfaceAtlas.flax
(Stored with Git LFS)
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Content/Shaders/GlobalSurfaceAtlas.flax
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@@ -69,7 +69,7 @@ bool DeployDataStep::Perform(CookingData& data)
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data.AddRootEngineAsset(TEXT("Shaders/BitonicSort"));
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data.AddRootEngineAsset(TEXT("Shaders/GPUParticlesSorting"));
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data.AddRootEngineAsset(TEXT("Shaders/GlobalSignDistanceField"));
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data.AddRootEngineAsset(TEXT("Shaders/GlobalSurfaceAtlas"));
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data.AddRootEngineAsset(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
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data.AddRootEngineAsset(TEXT("Shaders/Quad"));
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data.AddRootEngineAsset(TEXT("Shaders/Reflections"));
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data.AddRootEngineAsset(TEXT("Shaders/Shadows"));
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@@ -10,7 +10,7 @@
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#include "Engine/Level/Prefabs/PrefabManager.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
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#include "Engine/Renderer/GlobalSurfaceAtlasPass.h"
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#include "Engine/Renderer/GI/GlobalSurfaceAtlasPass.h"
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#include "Engine/Utilities/Encryption.h"
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#if USE_EDITOR
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#include "Editor/Editor.h"
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@@ -1,9 +1,9 @@
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "GlobalSurfaceAtlasPass.h"
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#include "GlobalSignDistanceFieldPass.h"
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#include "RenderList.h"
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#include "ShadowsPass.h"
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#include "../GlobalSignDistanceFieldPass.h"
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#include "../RenderList.h"
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#include "../ShadowsPass.h"
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#include "Engine/Core/Math/Matrix3x3.h"
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#include "Engine/Core/Math/OrientedBoundingBox.h"
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#include "Engine/Engine/Engine.h"
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@@ -192,7 +192,7 @@ bool GlobalSurfaceAtlasPass::setupResources()
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// Load shader
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if (!_shader)
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{
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GlobalSurfaceAtlas"));
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
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if (_shader == nullptr)
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return true;
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#if COMPILE_WITH_DEV_ENV
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@@ -2,7 +2,7 @@
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#pragma once
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#include "RendererPass.h"
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#include "../RendererPass.h"
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/// <summary>
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/// Global Surface Atlas rendering pass. Captures scene geometry into a single atlas texture which contains surface diffuse color, normal vector, emission light, and calculates direct+indirect lighting. Used by Global Illumination and Reflections.
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@@ -22,7 +22,7 @@
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#include "HistogramPass.h"
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#include "AtmospherePreCompute.h"
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#include "GlobalSignDistanceFieldPass.h"
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#include "GlobalSurfaceAtlasPass.h"
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#include "GI/GlobalSurfaceAtlasPass.h"
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#include "Utils/MultiScaler.h"
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#include "Utils/BitonicSort.h"
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#include "AntiAliasing/FXAA.h"
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@@ -14,7 +14,7 @@
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#include "Engine/Graphics/Textures/GPUTexture.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
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#include "Engine/Renderer/GlobalSurfaceAtlasPass.h"
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#include "Engine/Renderer/GI/GlobalSurfaceAtlasPass.h"
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Terrain::Terrain(const SpawnParams& params)
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: PhysicsColliderActor(params)
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@@ -5,9 +5,9 @@
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#include "./Flax/Common.hlsl"
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#include "./Flax/Math.hlsl"
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#include "./Flax/GlobalSurfaceAtlas.hlsl"
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#include "./Flax/GlobalSignDistanceField.hlsl"
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#include "./Flax/LightingCommon.hlsl"
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#include "./Flax/GlobalSignDistanceField.hlsl"
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#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
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META_CB_BEGIN(0, Data)
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float3 ViewWorldPos;
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