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Copy file name to clipboardExpand all lines: documentation/components/BoxProximity.md
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# Box Proximity
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Calculates the signed distance from a world position to a mesh's bounding box\. Positive values indicate the point is inside the bounding box\. Note that the output is in object space\.
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Calculates the signed distance from a world position to a mesh's bounding box\. Positive values indicate the point is outside the bounding box\. Note that the output is in object space\.
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## Component Information
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### Signed Distance
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Distance in object space to the nearest bounding box plane\. Positive when inside, negative when outside\. Outputs \-FLT\_MAX when no valid bounding box is found\.
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Distance in object space to the nearest bounding box plane\. Positive when outside, negative when inside\. Outputs FLT\_MAX when no valid bounding box is found\.
Copy file name to clipboardExpand all lines: documentation/components/InterpolateFloat.md
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# Interpolate Float
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Interpolates a value from an input range to an output range with optional easing\. <br/>Combines normalization \(reverse LERP\), easing, and mapping \(LERP\) into a single component\. <br/><br/>Note input values outside of input range are valid, and that easing can lead to the output value being outside of the output range even when input is inside the input range\.<br/>Inverted ranges \(max < min\) are supported, but the results are undefined and may change without warning\.
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Interpolates a value from an input range to an output range with optional easing\. <br/>Combines normalization \(reverse LERP\), easing, and mapping \(LERP\) into a single component\. <br/><br/>Note input values outside of input range are valid, and that easing can lead to the output value being outside of the output range even when input is inside the input range\.<br/>Inverted input ranges \(Input Max < Input Min\) are supported\- the min/max will be swapped and the normalized value inverted\.
Copy file name to clipboardExpand all lines: documentation/components/TextureHashChecker.md
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# Texture Hash Checker
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Checks if a specific hash was used for material replacement in the current frame\.
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Checks if a specific texture hash was used for material replacement in the current frame\. This includes textures in all categories, including ignored textures\.
Copy file name to clipboardExpand all lines: documentation/components/index.md
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|[Camera](Camera.md)| Outputs current camera properties including position, orientation vectors, and projection parameters\.\.\.| 1 |
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|[Keyboard Input](KeyboardInput.md)| Checks the state of a keyboard key or key combination using the same format as RTX options\.| 1 |
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|[Mesh Hash Checker](MeshHashChecker.md)| Checks if a specific mesh hash was processed in the current frame\.| 1 |
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|[Texture Hash Checker](TextureHashChecker.md)| Checks if a specific hash was used for material replacement in the current frame\.| 1 |
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|[Texture Hash Checker](TextureHashChecker.md)| Checks if a specific texture hash was used for material replacement in the current frame\. This incl\.\.\.| 1 |
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|[Time](Time.md)| Outputs the time in seconds since the component was created\. Can be paused and speed\-adjusted\.| 1 |
Copy file name to clipboardExpand all lines: src/dxvk/rtx_render/graph/components/box_proximity.h
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#defineLIST_STATES(X)
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#defineLIST_OUTPUTS(X) \
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X(RtComponentPropertyType::Float, 0.0f, signedDistance, "Signed Distance", "Distance in object space to the nearest bounding box plane. Positive when inside, negative when outside. Outputs -FLT_MAX when no valid bounding box is found.") \
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X(RtComponentPropertyType::Float, 0.0f, signedDistance, "Signed Distance", "Distance in object space to the nearest bounding box plane. Positive when outside, negative when inside. Outputs FLT_MAX when no valid bounding box is found.") \
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X(RtComponentPropertyType::Float, 0.0f, activationStrength, "Activation Strength", "Normalized 0-1 value: 0 when on bounding box surface, 1 when at max distance inside (with easing applied).")
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REMIX_COMPONENT( \
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/* the Component name */ BoxProximity, \
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/* the UI name */"Box Proximity", \
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/* the UI categories */"Sense", \
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/* the doc string */"Calculates the signed distance from a world position to a mesh's bounding box. Positive values indicate the point is inside the bounding box. Note that the output is in object space.", \
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/* the doc string */"Calculates the signed distance from a world position to a mesh's bounding box. Positive values indicate the point is outside the bounding box. Note that the output is in object space.", \
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/* the version number */1, \
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LIST_INPUTS, LIST_STATES, LIST_OUTPUTS);
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#undef LIST_OUTPUTS
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// Calculate signed distance from point to axis-aligned bounding box
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// Returns positive distance when inside the box, negative when outside
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// Returns positive distance when outside the box, negative when inside
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staticfloatcalculateSignedDistanceToAABB(const Vector3& point, const AxisAlignedBoundingBox& aabb) {
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// bounding box already validated in updateRange function
// Step 1: Normalize input value to 0-1 range (reverse LERP / float_to_strength)
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float normalizedValue = m_value[i];
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if (m_inputMax[i] == m_inputMin[i]) {
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bool shouldInvert = false;
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// Check if the range is inverted
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float minVal = m_inputMin[i];
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float maxVal = m_inputMax[i];
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if (minVal > maxVal) {
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// Swap min and max
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std::swap(minVal, maxVal);
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shouldInvert = true;
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}
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if (maxVal == minVal) {
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ONCE(Logger::err(str::format("InterpolateFloat: Input Min and Input Max are the same. Setting normalized value to 0.0f. Input Min: ", m_inputMin[i], " Input Max: ", m_inputMax[i])));
"\n\nLowest priority layer uses LERP to blend with default value, then each higher priority layer uses LERP to blend with the previous layer's result." \
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"\n\nIf multiple components control the same layer, the MAX blend strength will be used.", property.minValue = 0.0f, property.maxValue = 1.0f, property.optional = true) \
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X(RtComponentPropertyType::Float, 0.1f, blendThreshold, "Blend Threshold", "The blend threshold for non-float options (0.0 to 1.0). Non-float options are only applied when blend strength exceeds this threshold. If multiple components control the same layer, the MINIMUM blend threshold will be used.", property.minValue = 0.0f, property.maxValue = 1.0f, property.optional = true) \
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X(RtComponentPropertyType::Uint32, 100, priority, "Priority", "The priority for the option layer. Higher values are blended onto lower values. Must be unique across all layers.", property.minValue = 0, property.maxValue = kMaxComponentRtxOptionLayerPriority, property.optional = true)
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X(RtComponentPropertyType::Uint32, kDefaultComponentRtxOptionLayerPriority, priority, "Priority", "The priority for the option layer. Higher values are blended onto lower values. Must be unique across all layers.", property.minValue = RtxOptionLayer::s_userOptionLayerOffset + 1, property.maxValue = kMaxComponentRtxOptionLayerPriority, property.optional = true)
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#defineLIST_STATES(X) \
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X(RtComponentPropertyType::Uint64, 0, cachedLayerPtr, "", "Cached pointer to the RtxOptionLayer (internal use).")
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Copy file name to clipboardExpand all lines: src/dxvk/rtx_render/graph/components/texture_hash_checker.h
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/* the Component name */ TextureHashChecker, \
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/* the UI name */"Texture Hash Checker", \
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/* the UI categories */"Sense", \
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/* the doc string */"Checks if a specific hash was used for material replacement in the current frame.", \
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/* the doc string */"Checks if a specific texture hash was used for material replacement in the current frame. This includes textures in all categories, including ignored textures.", \
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