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hub / github.com/TheRealMJP/BakingLab / ProgressiveResult

Method ProgressiveResult

BakingLab/MeshBaker.cpp:146–156  ·  view source on GitHub ↗

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144 }
145
146 void ProgressiveResult(Float4 bakeOutput[BasisCount], uint64 passIdx)
147 {
148 const float lerpFactor = passIdx / (passIdx + 1.0f);
149 for(uint64 i = 0; i < BasisCount; ++i)
150 {
151 Float3 newSample = ResultSum[i] * HemisphereMonteCarloFactor(1);
152 Float3 currValue = bakeOutput[i].To3D();
153 currValue = Lerp<Float3>(newSample, currValue, lerpFactor);
154 bakeOutput[i] = Float4(Float3::Clamp(currValue, -FP16Max, FP16Max), 1.0f);
155 }
156 }
157};
158
159// Bakes radiance projected onto L1 SH, with 12 floats per texel

Callers

nothing calls this directly

Calls 4

ClampFunction · 0.85
To3DMethod · 0.80
Float4Class · 0.50

Tested by

no test coverage detected