Adding ray tracing toggle to mesh component UI
Adding ray tracing toggle to mesh component UI Signed-off-by: windbagjacket <nibor@ntlworld.com>
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@@ -76,6 +76,7 @@ namespace AZ
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->Field("SortKey", &MeshComponentConfig::m_sortKey)
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->Field("ExcludeFromReflectionCubeMaps", &MeshComponentConfig::m_excludeFromReflectionCubeMaps)
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->Field("UseForwardPassIBLSpecular", &MeshComponentConfig::m_useForwardPassIblSpecular)
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->Field("IsRayTracingEnabled", &MeshComponentConfig::m_isRayTracingEnabled)
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->Field("LodType", &MeshComponentConfig::m_lodType)
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->Field("LodOverride", &MeshComponentConfig::m_lodOverride)
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->Field("MinimumScreenCoverage", &MeshComponentConfig::m_minimumScreenCoverage)
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@@ -382,6 +383,7 @@ namespace AZ
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meshDescriptor.m_modelAsset = m_configuration.m_modelAsset;
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meshDescriptor.m_useForwardPassIblSpecular = m_configuration.m_useForwardPassIblSpecular;
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meshDescriptor.m_requiresCloneCallback = RequiresCloning;
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meshDescriptor.m_isRayTracingEnabled = m_configuration.m_isRayTracingEnabled;
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m_meshHandle = m_meshFeatureProcessor->AcquireMesh(meshDescriptor, materials);
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m_meshFeatureProcessor->ConnectModelChangeEventHandler(m_meshHandle, m_changeEventHandler);
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@@ -392,7 +394,7 @@ namespace AZ
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m_meshFeatureProcessor->SetMeshLodConfiguration(m_meshHandle, GetMeshLodConfiguration());
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m_meshFeatureProcessor->SetExcludeFromReflectionCubeMaps(m_meshHandle, m_configuration.m_excludeFromReflectionCubeMaps);
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m_meshFeatureProcessor->SetVisible(m_meshHandle, m_isVisible);
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m_meshFeatureProcessor->SetRayTracingEnabled(m_meshHandle, meshDescriptor.m_isRayTracingEnabled);
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// [GFX TODO] This should happen automatically. m_changeEventHandler should be passed to AcquireMesh
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// If the model instance or asset already exists, announce a model change to let others know it's loaded.
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HandleModelChange(m_meshFeatureProcessor->GetModel(m_meshHandle));
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