Update SDFs
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Content/Editor/Primitives/Capsule.flax
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Content/Editor/Primitives/Capsule.flax
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Content/Editor/Primitives/Cone.flax
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Content/Editor/Primitives/Cube.flax
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Content/Shaders/GI/DDGI.flax
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Content/Shaders/GlobalSignDistanceField.flax
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Content/Shaders/GlobalSignDistanceField.flax
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@@ -27,6 +27,7 @@
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#define GLOBAL_SDF_MIP_GROUP_SIZE 4
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#define GLOBAL_SDF_MIP_FLOODS 5 // Amount of flood fill passes for mip.
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#define GLOBAL_SDF_DEBUG_CHUNKS 0
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#define GLOBAL_SDF_DEBUG_FORCE_REDRAW 0 // Forces to redraw all SDF cascades every frame
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#define GLOBAL_SDF_ACTOR_IS_STATIC(actor) ((actor->GetStaticFlags() & (StaticFlags::Lightmap | StaticFlags::Transform)) == (int32)(StaticFlags::Lightmap | StaticFlags::Transform))
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static_assert(GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT % 4 == 0, "Must be multiple of 4 due to data packing for GPU constant buffer.");
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@@ -482,7 +483,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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// Rasterize world geometry into Global SDF
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renderContext.View.Pass = DrawPass::GlobalSDF;
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uint32 viewMask = renderContext.View.RenderLayersMask;
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const bool useCache = !updated;
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const bool useCache = !updated && !GLOBAL_SDF_DEBUG_FORCE_REDRAW;
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static_assert(GLOBAL_SDF_RASTERIZE_CHUNK_SIZE % GLOBAL_SDF_RASTERIZE_GROUP_SIZE == 0, "Invalid chunk size for Global SDF rasterization group size.");
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const int32 rasterizeChunks = Math::CeilToInt((float)resolution / (float)GLOBAL_SDF_RASTERIZE_CHUNK_SIZE);
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auto& chunks = ChunksCache;
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