Torque3D/Engine/source/renderInstance/renderProbeMgr.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "renderProbeMgr.h"
#include "console/consoleTypes.h"
#include "scene/sceneObject.h"
#include "materials/materialManager.h"
#include "scene/sceneRenderState.h"
#include "math/util/sphereMesh.h"
#include "math/util/matrixSet.h"
#include "materials/processedMaterial.h"
#include "renderInstance/renderDeferredMgr.h"
#include "math/mPolyhedron.impl.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDebugEvent.h"
#include "shaderGen/shaderGenVars.h"
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#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
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#include "postFx/postEffect.h"
#include "T3D/lighting/reflectionProbe.h"
#include "T3D/lighting/IBLUtilities.h"
//For our cameraQuery setup
#include "T3D/gameTSCtrl.h"
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#define TORQUE_GFX_VISUAL_DEBUG //renderdoc debugging
IMPLEMENT_CONOBJECT(RenderProbeMgr);
ConsoleDocClass( RenderProbeMgr,
"@brief A render bin which uses object callbacks for rendering.\n\n"
"This render bin gathers object render instances and calls its delegate "
"method to perform rendering. It is used infrequently for specialized "
"scene objects which perform custom rendering.\n\n"
"@ingroup RenderBin\n" );
RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL;
bool RenderProbeMgr::smRenderReflectionProbes = true;
S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
{
// Debug Profiling.
PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
// Fetch asset definitions.
const ProbeRenderInst* pReflectProbeA = (*(ProbeRenderInst**)a);
const ProbeRenderInst* pReflectProbeB = (*(ProbeRenderInst**)b);
//sort by score
return pReflectProbeA->mScore - pReflectProbeB->mScore;
}
//
//
ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
mTransform(true),
mDirty(false),
mPriority(1.0f),
mScore(0.0f),
mCubemap(NULL),
mIrradianceCubemap(NULL),
mRadius(1.0f),
mProbePosOffset(0, 0, 0)
{
}
ProbeRenderInst::~ProbeRenderInst()
{
if (mCubemap && mCubemap.isValid())
{
mCubemap.free();
}
if (mIrradianceCubemap && mIrradianceCubemap.isValid())
{
mIrradianceCubemap.free();
}
}
void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
{
mTransform = probeInfo->mTransform;
mCubemap = probeInfo->mCubemap;
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
mRadius = probeInfo->mRadius;
mProbeShapeType = probeInfo->mProbeShapeType;
mBounds = probeInfo->mBounds;
mIsSkylight = probeInfo->mIsSkylight;
mScore = probeInfo->mScore;
}
//
//
ProbeShaderConstants::ProbeShaderConstants()
: mInit(false),
mShader(NULL),
mProbeParamsSC(NULL),
mProbePositionSC(NULL),
mProbeRadiusSC(NULL),
mProbeBoxMinSC(NULL),
mProbeBoxMaxSC(NULL),
mProbeIsSphereSC(NULL),
mProbeLocalPosSC(NULL),
mProbeCubemapSC(NULL),
mProbeCountSC(NULL)
{
}
ProbeShaderConstants::~ProbeShaderConstants()
{
if (mShader.isValid())
{
mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
mShader = NULL;
}
}
void ProbeShaderConstants::init(GFXShader* shader)
{
if (mShader.getPointer() != shader)
{
if (mShader.isValid())
mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
mShader = shader;
mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
}
mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
//Reflection Probes
mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
mInit = true;
}
void ProbeShaderConstants::_onShaderReload()
{
if (mShader.isValid())
init(mShader);
}
//
//
RenderProbeMgr::RenderProbeMgr()
: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f),
mLastShader(nullptr),
mLastConstants(nullptr)
{
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mEffectiveProbeCount = 0;
mMipCount = 0;
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mProbeArrayEffect = nullptr;
smProbeManager = this;
}
RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
: RenderBinManager(riType, renderOrder, processAddOrder)
{
}
void RenderProbeMgr::onRemove()
{
SAFE_DELETE(mLastConstants);
Parent::onRemove();
}
void RenderProbeMgr::initPersistFields()
{
Parent::initPersistFields();
}
void RenderProbeMgr::addElement(RenderInst *inst)
{
// If this instance is translucent handle it in RenderTranslucentMgr
//if (inst->translucentSort)
return;
//AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?");
/*internalAddElement(inst);
ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
if (probeInst->mIsSkylight)
{
addSkylightProbe(probeInst);
}
else
{
if (probeInst->mProbeShapeType == ProbeInfo::Sphere)
addSphereReflectionProbe(probeInst);
else
addConvexReflectionProbe(probeInst);
}*/
}
void RenderProbeMgr::registerProbe(U32 probeIdx)
{
//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
if (probeIdx >= ProbeRenderInst::all.size())
return;
mRegisteredProbes.push_back_unique(probeIdx);
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//rebuild our probe data
_setupStaticParameters();
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}
void RenderProbeMgr::unregisterProbe(U32 probeIdx)
{
//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
if (probeIdx >= ProbeRenderInst::all.size())
return;
mRegisteredProbes.remove(probeIdx);
//rebuild our probe data
_setupStaticParameters();
}
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//
//
PostEffect* RenderProbeMgr::getProbeArrayEffect()
{
if (!mProbeArrayEffect)
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{
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mProbeArrayEffect = dynamic_cast<PostEffect*>(Sim::findObject("reflectionProbeArrayPostFX"));
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if (!mProbeArrayEffect)
return nullptr;
}
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return mProbeArrayEffect;
}
//remove
//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
//
void RenderProbeMgr::updateProbes()
{
_setupStaticParameters();
}
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void RenderProbeMgr::_setupStaticParameters()
{
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//Array rendering
U32 probeCount = ProbeRenderInst::all.size();
mEffectiveProbeCount = 0;
mMipCount = 0;
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if (probePositionsData.size() != MAXPROBECOUNT)
{
probePositionsData.setSize(MAXPROBECOUNT);
probeWorldToObjData.setSize(MAXPROBECOUNT);
probeBBMinData.setSize(MAXPROBECOUNT);
probeBBMaxData.setSize(MAXPROBECOUNT);
probeConfigData.setSize(MAXPROBECOUNT);
}
probePositionsData.fill(Point4F::Zero);
probeWorldToObjData.fill(MatrixF::Identity);
probeBBMinData.fill(Point4F::Zero);
probeBBMaxData.fill(Point4F::Zero);
probeConfigData.fill(Point4F::Zero);
cubeMaps.clear();
irradMaps.clear();
//This should probably ultimately be a per-probe value, but for now, global for testing/adjustability
F32 attenuation = Con::getFloatVariable("$pref::ReflectionProbes::AttenuationStrength", 3.5);
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for (U32 i = 0; i < probeCount; i++)
{
if (mEffectiveProbeCount >= MAXPROBECOUNT)
break;
const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
if (!curEntry.mIsEnabled)
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continue;
if (curEntry.mCubemap.isNull() || curEntry.mIrradianceCubemap.isNull())
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continue;
if (!curEntry.mCubemap->isInitialised())
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continue;
if (!curEntry.mIrradianceCubemap->isInitialised())
continue;
if (curEntry.mIsSkylight)
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continue;
mMipCount = curEntry.mCubemap.getPointer()->getMipMapLevels();
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//Setup
Point3F probePos = curEntry.getPosition() + curEntry.mProbePosOffset;
probePositionsData[mEffectiveProbeCount] = Point4F(probePos.x, probePos.y, probePos.z,0);
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probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
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probeBBMinData[mEffectiveProbeCount] = Point4F(curEntry.mBounds.minExtents.x, curEntry.mBounds.minExtents.y, curEntry.mBounds.minExtents.z, 0);
probeBBMaxData[mEffectiveProbeCount] = Point4F(curEntry.mBounds.maxExtents.x, curEntry.mBounds.maxExtents.y, curEntry.mBounds.maxExtents.z, 0);
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probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0,
curEntry.mRadius,
attenuation,
1);
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cubeMaps.push_back(curEntry.mCubemap);
irradMaps.push_back(curEntry.mIrradianceCubemap);
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mEffectiveProbeCount++;
}
if (mEffectiveProbeCount != 0)
{
mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
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}
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}
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
{
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
}
ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
{
if (!buffer)
return NULL;
PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
GFXShader* shader = buffer->getShader();
// Check to see if this is the same shader, we'll get hit repeatedly by
// the same one due to the render bin loops.
if (mLastShader.getPointer() != shader)
{
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
if (iter != mConstantLookup.end())
{
mLastConstants = iter->value;
}
else
{
ProbeShaderConstants* psc = new ProbeShaderConstants();
mConstantLookup[shader] = psc;
mLastConstants = psc;
}
// Set our new shader
mLastShader = shader;
}
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// Make sure that our current lighting constants are initialized
if (mLastConstants && !mLastConstants->mInit)
mLastConstants->init(shader);
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return mLastConstants;
}
void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
MatrixSet &matSet,
GFXShaderConstHandle *probePositionSC,
GFXShaderConstHandle *probeRadiusSC,
GFXShaderConstHandle *probeBoxMinSC,
GFXShaderConstHandle *probeBoxMaxSC,
GFXShaderConstHandle *probeCubemapSC,
GFXShaderConstHandle *probeIsSphereSC,
GFXShaderConstHandle *probeLocalPosSC,
GFXShaderConstBuffer *shaderConsts)
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
// Skip over gathering lights if we don't have to!
if (probePositionSC->isValid() ||
probeRadiusSC->isValid() ||
probeBoxMinSC->isValid() ||
probeBoxMaxSC->isValid() ||
probeCubemapSC->isValid()/* && (!ProbeRenderInst::all.empty())*/)
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{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
static AlignedArray<F32> probeRadius(4, sizeof(F32));
static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
//F32 range;
// Need to clear the buffers so that we don't leak
// lights from previous passes or have NaNs.
dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
dMemset(probeLocalPositions.getBuffer(), 0, probeLocalPositions.getBufferSize());
dMemset(probeIsSphere.getBuffer(), 0, probeRadius.getBufferSize());
//dMemset(probeCubemap.getBuffer(), 0, probeCubemap.getBufferSize());
matSet.restoreSceneViewProjection();
//const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
// Gather the data for the first 4 probes.
/*const ProbeRenderInst *probe;
for (U32 i = 0; i < 4; i++)
{
if (i >= ProbeRenderInst::all.size())
break;
probe = ProbeRenderInst::all[i];
if (!probe)
continue;
if (!probe->mIsEnabled)
continue;
// The light positions and spot directions are
// in SoA order to make optimal use of the GPU.
const Point3F &probePos = probe->getPosition();
probePositions[i].x = probePos.x;
probePositions[i].y = probePos.y;
probePositions[i].z = probePos.z;
probeRadius[i] = probe->mRadius;
const Point3F &minExt = probe->mBounds.minExtents;
probeBoxMins[i].x = minExt.x;
probeBoxMins[i].y = minExt.y;
probeBoxMins[i].z = minExt.z;
const Point3F &maxExt = probe->mBounds.maxExtents;
probeBoxMaxs[i].x = maxExt.x;
probeBoxMaxs[i].y = maxExt.y;
probeBoxMaxs[i].z = maxExt.z;
probeIsSphere[i] = probe->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0 : 0.0;
Point3F localProbePos;
worldToCameraXfm.mulP(probe->getPosition(), &localProbePos);
probeLocalPositions[i].x = localProbePos.x;
probeLocalPositions[i].y = localProbePos.y;
probeLocalPositions[i].z = localProbePos.z;
if (probe->mCubemap && !probe->mCubemap.isNull())
{
S32 samplerReg = probeCubemapSC->getSamplerRegister();
if (samplerReg != -1)
GFX->setCubeTexture(samplerReg + i, probe->mCubemap.getPointer());
}
}*/
for (U32 i = 0; i < 4; i++)
{
probePositions[i].x = 0;
probePositions[i].y = 0;
probePositions[i].z = 0;
probeRadius[i] = 0;
probeBoxMins[i].x = 0;
probeBoxMins[i].y = 0;
probeBoxMins[i].z = 0;
probeBoxMaxs[i].x = 0;
probeBoxMaxs[i].y = 0;
probeBoxMaxs[i].z = 0;
probeIsSphere[i] = 0;
probeLocalPositions[i].x = 0;
probeLocalPositions[i].y = 0;
probeLocalPositions[i].z = 0;
S32 samplerReg = probeCubemapSC->getSamplerRegister();
GFX->setCubeTexture(samplerReg + i, nullptr);
}
shaderConsts->setSafe(probePositionSC, probePositions);
shaderConsts->setSafe(probeRadiusSC, probeRadius);
shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
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}
else
{
if (probeCubemapSC->isValid())
{
for (U32 i = 0; i < 4; ++i)
GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
}
}
}
void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts)
{
// Skip this if we're rendering from the deferred bin.
if (sgData.binType == SceneData::DeferredBin)
return;
// if (mRegisteredProbes.empty())
// return;
PROFILE_SCOPE(ProbeManager_setProbeInfo);
ProbeShaderConstants *psc = getProbeShaderConstants(shaderConsts);
// NOTE: If you encounter a crash from this point forward
// while setting a shader constant its probably because the
// mConstantLookup has bad shaders/constants in it.
//
// This is a known crash bug that can occur if materials/shaders
// are reloaded and the light manager is not reset.
//
// We should look to fix this by clearing the table.
MatrixSet matSet = state->getRenderPass()->getMatrixSet();
// Update the forward shading light constants.
_update4ProbeConsts(sgData,
matSet,
psc->mProbePositionSC,
psc->mProbeRadiusSC,
psc->mProbeBoxMinSC,
psc->mProbeBoxMaxSC,
psc->mProbeCubemapSC,
psc->mProbeIsSphereSC,
psc->mProbeLocalPosSC,
shaderConsts);
}
//-----------------------------------------------------------------------------
// render objects
//-----------------------------------------------------------------------------
void RenderProbeMgr::render( SceneRenderState *state )
{
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//PROFILE_SCOPE(RenderProbeMgr_render);
if (getProbeArrayEffect() == nullptr)
return;
//updateProbes();
// Early out if nothing to draw.
if (!ProbeRenderInst::all.size() || !RenderProbeMgr::smRenderReflectionProbes || mEffectiveProbeCount == 0
|| !state->isDiffusePass() || cubeMaps.empty() || irradMaps.empty())
{
getProbeArrayEffect()->setSkip(true);
return;
}
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GFXTransformSaver saver;
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
// Initialize and set the per-frame parameters after getting
// the vector light material as we use lazy creation.
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//_setupPerFrameParameters(state);
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//Array rendering
//U32 probeCount = ProbeRenderInst::all.size();
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if (mEffectiveProbeCount != 0)
{
mProbeArrayEffect->setCubemapArrayTexture(4, mCubemapArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradArray);
String useDebugAtten = Con::getVariable("$Probes::showAttenuation", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_ATTENUATION", useDebugAtten);
String useDebugSpecCubemap = Con::getVariable("$Probes::showSpecularCubemaps", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_SPECCUBEMAP", useDebugSpecCubemap);
String useDebugDiffuseCubemap = Con::getVariable("$Probes::showDiffuseCubemaps", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_DIFFCUBEMAP", useDebugDiffuseCubemap);
String useDebugContrib = Con::getVariable("$Probes::showProbeContrib", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib);
if (useDebugContrib == String("1"))
{
MRandomLCG RandomGen;
RandomGen.setSeed(mEffectiveProbeCount);
//also set up some colors
Vector<Point4F> contribColors;
contribColors.setSize(MAXPROBECOUNT);
for (U32 i = 0; i < mEffectiveProbeCount; i++)
{
contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1),1);
}
mProbeArrayEffect->setShaderConst("$probeContribColors", contribColors);
}
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount);
mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositionsData);
mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObjData);
mProbeArrayEffect->setShaderConst("$bbMinArray", probeBBMinData);
mProbeArrayEffect->setShaderConst("$bbMaxArray", probeBBMaxData);
mProbeArrayEffect->setShaderConst("$probeConfigData", probeConfigData);
}
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// Make sure the effect is gonna render.
getProbeArrayEffect()->setSkip(false);
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//PROFILE_END();
}
void RenderProbeMgr::bakeProbe(ReflectionProbe *probe)
{
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_Bake, ColorI::WHITE);
Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!");
U32 startMSTime = Platform::getRealMilliseconds();
String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/");
U32 resolution = Con::getIntVariable("$pref::ReflectionProbes::BakeResolution", 64);
U32 prefilterMipLevels = mLog2(F32(resolution));
bool renderWithProbes = Con::getIntVariable("$pref::ReflectionProbes::RenderWithProbes", false);
ReflectionProbe *clientProbe = static_cast<ReflectionProbe*>(probe->getClientObject());
String probePrefilterPath = clientProbe->getPrefilterMapPath();
String probeIrradPath = clientProbe->getIrradianceMapPath();
if (clientProbe->mReflectionModeType != ReflectionProbe::DynamicCubemap)
{
//Prep our bake path
if (probePrefilterPath.isEmpty() || probeIrradPath.isEmpty())
{
Con::errorf("RenderProbeMgr::bake() - Unable to bake our captures because probe doesn't have a path set");
return;
}
}
// Save the current transforms so we can restore
// it for child control rendering below.
GFXTransformSaver saver;
bool probeRenderState = RenderProbeMgr::smRenderReflectionProbes;
F32 farPlane = 1000.0f;
ReflectorDesc reflDesc;
reflDesc.texSize = resolution;
reflDesc.farDist = farPlane;
reflDesc.detailAdjust = 1;
reflDesc.objectTypeMask = -1;
CubeReflector cubeRefl;
cubeRefl.registerReflector(probe, &reflDesc);
ReflectParams reflParams;
//need to get the query somehow. Likely do some sort of get function to fetch from the guiTSControl that's active
CameraQuery query; //need to get the last cameraQuery
query.fov = 90; //90 degree slices for each of the 6 sides
query.nearPlane = 0.1f;
query.farPlane = farPlane;
query.headMatrix = MatrixF();
query.cameraMatrix = clientProbe->getTransform();
Frustum culler;
culler.set(false,
query.fov,
(F32)resolution / (F32)resolution,
query.nearPlane,
query.farPlane,
query.cameraMatrix);
S32 stereoTarget = GFX->getCurrentStereoTarget();
Point2I maxRes(2048, 2048); //basically a boundary so we don't go over this and break stuff
reflParams.culler = culler;
reflParams.eyeId = stereoTarget;
reflParams.query = &query;
reflParams.startOfUpdateMs = startMSTime;
reflParams.viewportExtent = maxRes;
if (!renderWithProbes)
RenderProbeMgr::smRenderReflectionProbes = false;
cubeRefl.updateReflection(reflParams);
//Now, save out the maps
//create irridiance cubemap
if (cubeRefl.getCubemap())
{
//Just to ensure we're prepped for the generation
clientProbe->createClientResources();
//Prep it with whatever resolution we've dictated for our bake
if (clientProbe->mUseHDRCaptures)
{
clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
}
else
{
clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
}
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GenerateIrradianceMap(renderTarget, cubeRefl.getCubemap(), clientProbe->mIrridianceMap->mCubemap);
IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap);
IBLUtilities::SaveCubeMap(clientProbe->getIrradianceMapPath(), clientProbe->mIrridianceMap->mCubemap);
IBLUtilities::SaveCubeMap(clientProbe->getPrefilterMapPath(), clientProbe->mPrefilterMap->mCubemap);
}
else
{
Con::errorf("RenderProbeMgr::bake() - Didn't generate a valid scene capture cubemap, unable to generate prefilter and irradiance maps!");
}
if (!renderWithProbes)
RenderProbeMgr::smRenderReflectionProbes = probeRenderState;
cubeRefl.unregisterReflector();
U32 endMSTime = Platform::getRealMilliseconds();
F32 diffTime = F32(endMSTime - startMSTime);
Con::warnf("RenderProbeMgr::bake() - Finished bake! Took %g milliseconds", diffTime);
}
void RenderProbeMgr::bakeProbes()
{
//TODO: make this just find every probe in the current missionGroup and run the bake on it automagically
}
DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (nullAsType< ReflectionProbe*>()),
"@brief returns true if control object is inside the fog\n\n.")
{
if(probe != nullptr)
object->bakeProbe(probe);
}