Patch_1
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@ -59,6 +59,9 @@ class LightObject extends Object {
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public static var clustersData: kha.Image = null;
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static var lpos = new Vec4();
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public static var LWVPMatrixArray: Float32Array = null;
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#if lnx_vr
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static var originalLightPositions: Float32Array = null;
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#end
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#end // lnx_clusters
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public var V: Mat4 = Mat4.identity();
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@ -519,7 +522,7 @@ class LightObject extends Object {
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updateLightsArray(); // TODO: only update on light change
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}
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static function updateLightsArray() {
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public static function updateLightsArray() {
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if (lightsArray == null) { // vec4x3 - 1: pos, a, color, b, 2: dir, c
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lightsArray = new Float32Array(maxLights * 4 * 3);
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#if lnx_spot
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@ -578,6 +581,49 @@ class LightObject extends Object {
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}
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}
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// VR deferred stereo we save original light positions before adjusting for per-eye rendering
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#if lnx_vr
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public static function saveOriginalLightPositions() {
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if (lightsArray == null) return;
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if (originalLightPositions == null) {
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originalLightPositions = new Float32Array(lightsArray.length);
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}
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for (i in 0...lightsArray.length) {
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originalLightPositions[i] = lightsArray[i];
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}
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}
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// negative for left eye, positive for right eye
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public static function adjustLightPositionsForVREye(offsetX: Float, rightVec: Vec4) {
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if (lightsArray == null) return;
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var lights = Scene.active.lights;
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var n = lights.length > maxLights ? maxLights : lights.length;
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var i = 0;
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for (l in lights) {
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if (discardLightCulled(l)) continue;
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if (i >= n) break;
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lightsArray[i * 12 ] = originalLightPositions[i * 12 ] + rightVec.x * offsetX;
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lightsArray[i * 12 + 1] = originalLightPositions[i * 12 + 1] + rightVec.y * offsetX;
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lightsArray[i * 12 + 2] = originalLightPositions[i * 12 + 2] + rightVec.z * offsetX;
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i++;
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}
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}
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public static function restoreOriginalLightPositions() {
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if (lightsArray == null || originalLightPositions == null) return;
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for (i in 0...lightsArray.length) {
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lightsArray[i] = originalLightPositions[i];
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}
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}
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#end
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public static function updateLWVPMatrixArray(object: Object, type: String) {
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if (LWVPMatrixArray == null) {
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LWVPMatrixArray = new Float32Array(maxLightsCluster * 16);
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@ -629,8 +675,8 @@ class LightObject extends Object {
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LWVPMatrixArray[i * 16 + 13] = m._31;
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LWVPMatrixArray[i * 16 + 14] = m._32;
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LWVPMatrixArray[i * 16 + 15] = m._33;
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i++; // only increment in light type
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}
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i++;
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}
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return LWVPMatrixArray;
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}
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