Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.

This commit is contained in:
Areloch 2018-10-07 17:32:23 -05:00
parent 4efcb567b0
commit 1966d348e4
22 changed files with 901 additions and 1250 deletions

View file

@ -39,14 +39,18 @@
#include "renderInstance/renderDeferredMgr.h"
#include "shaderGen/shaderGenVars.h"
#include "math/util/sphereMesh.h"
Signal<void(const char*,bool)> ProbeManager::smActivateSignal;
ProbeManager *ProbeManager::smProbeManager = NULL;
bool ProbeManager::smRenderReflectionProbes = true;
//
//
ProbeInfo::ProbeInfo()
: mTransform(true),
ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
mTransform(true),
mDirty(false),
mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
mPriority(1.0f),
mScore(0.0f),
@ -56,7 +60,8 @@ ProbeInfo::ProbeInfo()
mBRDFTexture(NULL),
mRadius(1.0f),
mIntensity(1.0f),
mProbePosOffset(0,0,0)
mProbePosOffset(0,0,0),
numPrims(0)
{
for (U32 i = 0; i < 5; ++i)
{
@ -64,12 +69,26 @@ ProbeInfo::ProbeInfo()
}
}
ProbeInfo::~ProbeInfo()
ProbeRenderInst::~ProbeRenderInst()
{
SAFE_DELETE(mCubemap);
if (mCubemap && !mCubemap->isNull())
{
mCubemap->getPointer()->destroySelf();
mCubemap->free();
}
if (mIrradianceCubemap && !mIrradianceCubemap->isNull())
{
mIrradianceCubemap->getPointer()->destroySelf();
mIrradianceCubemap->free();
}
if (mBRDFTexture && !mBRDFTexture->isNull())
{
mBRDFTexture->getPointer()->destroySelf();
mBRDFTexture->free();
}
}
void ProbeInfo::set(const ProbeInfo *probeInfo)
void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
{
mTransform = probeInfo->mTransform;
mAmbient = probeInfo->mAmbient;
@ -95,38 +114,12 @@ void ProbeInfo::set(const ProbeInfo *probeInfo)
}
}
void ProbeInfo::getWorldToLightProj(MatrixF *outMatrix) const
void ProbeRenderInst::getWorldToLightProj(MatrixF *outMatrix) const
{
*outMatrix = getTransform();
outMatrix->inverse();
}
void ProbeInfoList::registerProbe(ProbeInfo *light)
{
if (!light)
return;
// just add the light, we'll try to scan for dupes later...
push_back(light);
}
void ProbeInfoList::unregisterProbe(ProbeInfo *light)
{
// remove all of them...
ProbeInfoList &list = *this;
for (U32 i = 0; i<list.size(); i++)
{
if (list[i] != light)
continue;
// this moves last to i, which allows
// the search to continue forward...
list.erase_fast(i);
// want to check this location again...
i--;
}
}
ProbeShaderConstants::ProbeShaderConstants()
: mInit(false),
mShader(NULL),
@ -182,23 +175,23 @@ void ProbeShaderConstants::_onShaderReload()
}
ProbeManager::ProbeManager()
: mDefaultProbe( NULL ),
mSceneManager( NULL ),
: mSceneManager( NULL ),
mCullPos( Point3F::Zero )
{
dMemset( &mSpecialProbes, 0, sizeof(mSpecialProbes) );
mLastShader = NULL;
mLastConstants = NULL;
mSkylightMaterial = nullptr;
mReflectProbeMaterial = nullptr;
}
ProbeManager::~ProbeManager()
{
}
ProbeInfo* ProbeManager::createProbeInfo(ProbeInfo* probe /* = NULL */)
ProbeRenderInst* ProbeManager::createProbeInfo(ProbeRenderInst* probe /* = NULL */)
{
ProbeInfo *outProbe = (probe != NULL) ? probe : new ProbeInfo;
ProbeRenderInst *outProbe = (probe != NULL) ? probe : new ProbeRenderInst;
/*ProbeManagerMap &ProbeManagers = _getProbeManagers();
ProbeManagerMap::Iterator iter = ProbeManagers.begin();
@ -254,182 +247,6 @@ void ProbeManager::deactivate()
//mIsActive = false;
mSceneManager = NULL;
smProbeManager = NULL;
// Just in case... make sure we're all clear.
unregisterAllProbes();
}
ProbeInfo* ProbeManager::getDefaultLight()
{
// The sun is always our default light when
// when its registered.
if ( mSpecialProbes[ ProbeManager::SkylightProbeType ] )
return mSpecialProbes[ ProbeManager::SkylightProbeType ];
// Else return a dummy special light.
//if ( !mDefaultLight )
// mDefaultLight = createLightInfo();
return NULL;
}
ProbeInfo* ProbeManager::getSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, bool useDefault )
{
//if ( mSpecialLights[type] )
// return mSpecialLights[type];
if ( useDefault )
return getDefaultLight();
return NULL;
}
void ProbeManager::setSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, ProbeInfo *probe )
{
if (probe && type == SkylightProbeType )
{
// The sun must be specially positioned and ranged
// so that it can be processed like a point light
// in the stock light shader used by Basic Lighting.
probe->setPosition( mCullPos - (probe->getDirection() * 10000.0f ) );
probe->mRadius = 2000000.0f;
}
mSpecialProbes[type] = probe;
registerProbe(probe, NULL );
}
void ProbeManager::registerProbes( const Frustum *frustum, bool staticLighting )
{
PROFILE_SCOPE( ProbeManager_RegisterProbes );
// TODO: We need to work this out...
//
// 1. Why do we register and unregister lights on every
// render when they don't often change... shouldn't we
// just register once and keep them?
//
// 2. If we do culling of lights should this happen as part
// of registration or somewhere else?
//
// Grab the lights to process.
Vector<SceneObject*> activeLights;
const U32 lightMask = LightObjectType;
if ( staticLighting || !frustum )
{
// We're processing static lighting or want all the lights
// in the container registerd... so no culling.
getSceneManager()->getContainer()->findObjectList( lightMask, &activeLights );
}
else
{
// Cull the lights using the frustum.
getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
/* supress light culling filter until we can sort out why that's misbehaving with dynamic cube mapping
for (U32 i = 0; i < activeLights.size(); ++i)
{
if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
{
activeLights.erase(i);
--i;
}
}
*/
// Store the culling position for sun placement
// later... see setSpecialLight.
mCullPos = frustum->getPosition();
// HACK: Make sure the control object always gets
// processed as lights mounted to it don't change
// the shape bounds and can often get culled.
GameConnection *conn = GameConnection::getConnectionToServer();
if ( conn->getControlObject() )
{
GameBase *conObject = conn->getControlObject();
activeLights.push_back_unique( conObject );
}
}
// Let the lights register themselves.
/*for ( U32 i = 0; i < activeLights.size(); i++ )
{
ISceneLight *lightInterface = dynamic_cast<ISceneLight*>( activeLights[i] );
if ( lightInterface )
lightInterface->submitLights( this, staticLighting );
}*/
}
void ProbeManager::registerSkylight(ProbeInfo *probe, SimObject *obj)
{
mSkylight = probe;
if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
{
SceneRenderState* state = mSceneManager->getCurrentRenderState();
RenderPassManager *renderPass = state->getRenderPass();
// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
probeInst->set(probe);
probeInst->type = RenderPassManager::RIT_Probes;
// Submit our RenderInst to the RenderPassManager
state->getRenderPass()->addInst(probeInst);
}
}
void ProbeManager::registerProbe(ProbeInfo *probe, SimObject *obj )
{
// AssertFatal( !mRegisteredProbes.contains(probe),
//"ProbeManager::registerGlobalLight - This light is already registered!" );
if (!mRegisteredProbes.contains(probe))
mRegisteredProbes.push_back(probe);
if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
{
SceneRenderState* state = mSceneManager->getCurrentRenderState();
RenderPassManager *renderPass = state->getRenderPass();
// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
probeInst->set(probe);
probeInst->type = RenderPassManager::RIT_Probes;
// Submit our RenderInst to the RenderPassManager
state->getRenderPass()->addInst(probeInst);
}
}
void ProbeManager::unregisterProbe(ProbeInfo *probe )
{
mRegisteredProbes.unregisterProbe(probe);
// If this is the sun... clear the special light too.
if (probe == mSpecialProbes[SkylightProbeType] )
dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
}
void ProbeManager::unregisterAllProbes()
{
//dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
mRegisteredProbes.clear();
mSkylight = nullptr;
}
void ProbeManager::getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const
{
list->merge( mRegisteredProbes );
}
ProbeShaderConstants* ProbeManager::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
@ -489,7 +306,7 @@ void ProbeManager::_update4ProbeConsts( const SceneData &sgData,
probeRadiusSC->isValid() ||
probeBoxMinSC->isValid() ||
probeBoxMaxSC->isValid() ||
probeCubemapSC->isValid() && (!mRegisteredProbes.empty() || mSkylight))
probeCubemapSC->isValid() && (!ProbeRenderInst::all.empty()))
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
@ -517,21 +334,13 @@ void ProbeManager::_update4ProbeConsts( const SceneData &sgData,
const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
// Gather the data for the first 4 probes.
const ProbeInfo *probe;
const ProbeRenderInst *probe;
for (U32 i = 0; i < 4; i++)
{
if (i >= mRegisteredProbes.size())
if (i >= ProbeRenderInst::all.size())
break;
if (i == 0 && mSkylight)
{
//quickly try and see if we have a skylight, and set that to always be probe 0
probe = mSkylight;
}
else
{
probe = mRegisteredProbes[i];
}
probe = ProbeRenderInst::all[i];
if (!probe)
continue;
@ -555,7 +364,7 @@ void ProbeManager::_update4ProbeConsts( const SceneData &sgData,
probeBoxMaxs[i].y = maxExt.y;
probeBoxMaxs[i].z = maxExt.z;
probeIsSphere[i] = probe->mProbeShapeType == ProbeInfo::Sphere ? 1.0 : 0.0;
probeIsSphere[i] = probe->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0 : 0.0;
Point3F localProbePos;
worldToCameraXfm.mulP(probe->getPosition(), &localProbePos);
@ -743,6 +552,469 @@ AvailableSLInterfaces* ProbeManager::getSceneLightingInterface()
return NULL;
}
void ProbeManager::updateDirtyProbes()
{
for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
{
ProbeRenderInst* probe = ProbeRenderInst::all[i];
if (probe->mDirty)
{
//make sure we have a fill-out on our primitives, materials, etc
//so we don't have to always force an update when it's not needed
if (probe->mIsSkylight)
{
setupSkylightProbe(probe);
}
else
{
if (probe->mProbeShapeType == ProbeRenderInst::Sphere)
{
setupSphereReflectionProbe(probe);
}
else if(probe->mProbeShapeType == ProbeRenderInst::Box)
{
setupConvexReflectionProbe(probe);
}
}
probe->mDirty = false;
}
}
}
ProbeManager::SkylightMaterialInfo* ProbeManager::getSkylightMaterial()
{
PROFILE_SCOPE(AdvancedLightBinManager_getSkylightMaterial);
//ReflectProbeMaterialInfo *info = NULL;
if (!mSkylightMaterial)
// Now create the material info object.
mSkylightMaterial = new SkylightMaterialInfo("SklyightMaterial",
getGFXVertexFormat<GFXVertexPC>());
return mSkylightMaterial;
}
ProbeManager::ReflectProbeMaterialInfo* ProbeManager::getReflectProbeMaterial()
{
PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
//ReflectProbeMaterialInfo *info = NULL;
if (!mReflectProbeMaterial)
// Now create the material info object.
mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
getGFXVertexFormat<GFXVertexPC>());
return mReflectProbeMaterial;
}
void ProbeManager::setupSkylightProbe(ProbeRenderInst *probeInfo)
{
probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
if (!mSkylightMaterial)
mSkylightMaterial = getSkylightMaterial();
}
void ProbeManager::setupSphereReflectionProbe(ProbeRenderInst *probeInfo)
{
probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
if (!mReflectProbeMaterial)
mReflectProbeMaterial = getReflectProbeMaterial();
}
void ProbeManager::setupConvexReflectionProbe(ProbeRenderInst *probeInfo)
{
static const Point3F cubePoints[8] =
{
Point3F(1, -1, -1), Point3F(1, -1, 1), Point3F(1, 1, -1), Point3F(1, 1, 1),
Point3F(-1, -1, -1), Point3F(-1, 1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, 1)
};
/*static const Point3F cubeNormals[6] =
{
Point3F(1, 0, 0), Point3F(-1, 0, 0), Point3F(0, 1, 0),
Point3F(0, -1, 0), Point3F(0, 0, 1), Point3F(0, 0, -1)
};*/
/*static const Point2F cubeTexCoords[4] =
{
Point2F(0, 0), Point2F(0, -1),
Point2F(1, 0), Point2F(1, -1)
};*/
static const U32 cubeFaces[36][3] =
{
{ 3, 0, 3 },{ 0, 0, 0 },{ 1, 0, 1 },
{ 2, 0, 2 },{ 0, 0, 0 },{ 3, 0, 3 },
{ 7, 1, 1 },{ 4, 1, 2 },{ 5, 1, 0 },
{ 6, 1, 3 },{ 4, 1, 2 },{ 7, 1, 1 },
{ 3, 2, 1 },{ 5, 2, 2 },{ 2, 2, 0 },
{ 7, 2, 3 },{ 5, 2, 2 },{ 3, 2, 1 },
{ 1, 3, 3 },{ 4, 3, 0 },{ 6, 3, 1 },
{ 0, 3, 2 },{ 4, 3, 0 },{ 1, 3, 3 },
{ 3, 4, 3 },{ 6, 4, 0 },{ 7, 4, 1 },
{ 1, 4, 2 },{ 6, 4, 0 },{ 3, 4, 3 },
{ 2, 5, 1 },{ 4, 5, 2 },{ 0, 5, 0 },
{ 5, 5, 3 },{ 4, 5, 2 },{ 2, 5, 1 }
};
// Fill the vertex buffer
GFXVertexPC *pVert = NULL;
probeInfo->numVerts = 36;
probeInfo->vertBuffer.set(GFX, 36, GFXBufferTypeStatic);
pVert = probeInfo->vertBuffer.lock();
Point3F halfSize = Point3F(probeInfo->mRadius, probeInfo->mRadius, probeInfo->mRadius);
for (U32 i = 0; i < 36; i++)
{
const U32& vdx = cubeFaces[i][0];
pVert[i].point = cubePoints[vdx] * halfSize;
}
probeInfo->vertBuffer.unlock();
// Fill the primitive buffer
U16 *pIdx = NULL;
probeInfo->primBuffer.set(GFX, 36, 12, GFXBufferTypeStatic);
probeInfo->primBuffer.lock(&pIdx);
for (U16 i = 0; i < 36; i++)
pIdx[i] = i;
probeInfo->primBuffer.unlock();
probeInfo->numPrims = 12;
if (!mReflectProbeMaterial)
mReflectProbeMaterial = getReflectProbeMaterial();
//
// mReflectProbeBin.push_back(pEntry);
}
GFXVertexBufferHandle<GFXVertexPC> ProbeManager::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives)
{
static SphereMesh sSphereMesh;
if (mSphereGeometry.isNull())
{
const SphereMesh::TriangleMesh * sphereMesh = sSphereMesh.getMesh(3);
S32 numPoly = sphereMesh->numPoly;
mSpherePrimitiveCount = 0;
mSphereGeometry.set(GFX, numPoly * 3, GFXBufferTypeStatic);
mSphereGeometry.lock();
S32 vertexIndex = 0;
for (S32 i = 0; i<numPoly; i++)
{
mSpherePrimitiveCount++;
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[0];
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
vertexIndex++;
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[1];
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
vertexIndex++;
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[2];
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
vertexIndex++;
}
mSphereGeometry.unlock();
}
outNumPrimitives = mSpherePrimitiveCount;
outPrimitives = NULL; // For now
return mSphereGeometry;
}
//
//
bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
{
bool success = Parent::init(features, vertexFormat);
// If the initialization failed don't continue.
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
return false;
return true;
}
bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
{
// Go no further if the material failed to initialize properly.
if (!mProcessedMaterial ||
mProcessedMaterial->getNumPasses() == 0)
return false;
bool bRetVal = Parent::setupPass(state, sgData);;
AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
const RenderPassData *rpd = mProcessedMaterial->getPass(0);
AssertFatal(rpd, "No render pass data!");
AssertFatal(rpd->mRenderStates[0], "No render state 0!");
if (!mProjectionState)
{
GFXStateBlockDesc desc;
desc.setZReadWrite(false);
desc.zWriteEnable = false;
desc.setCullMode(GFXCullNone);
desc.setBlend(true, GFXBlendOne, GFXBlendOne);
mProjectionState = GFX->createStateBlock(desc);
}
// Now override stateblock with our own
GFX->setStateBlock(mProjectionState);
return bRetVal;
}
//
//
ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
const GFXVertexFormat *vertexFormat)
: matInstance(NULL),
zNearFarInvNearFar(NULL),
farPlane(NULL),
vsFarPlane(NULL),
negFarPlaneDotEye(NULL),
probeWSPos(NULL),
attenuation(NULL),
radius(NULL),
invViewMat(NULL),
cubeMips(NULL)
{
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
if (!mat)
return;
matInstance = new ReflectProbeMatInstance(*mat);
const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>();
for (U32 i = 0; i < macros.size(); i++)
matInstance->addShaderMacro(macros[i].name, macros[i].value);
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
attenuation = matInstance->getMaterialParameterHandle("$attenuation");
radius = matInstance->getMaterialParameterHandle("$radius");
probeLSPos = matInstance->getMaterialParameterHandle("$probeLSPos");
probeWSPos = matInstance->getMaterialParameterHandle("$probeWSPos");
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
bbMin = matInstance->getMaterialParameterHandle("$bbMin");
bbMax = matInstance->getMaterialParameterHandle("$bbMax");
useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
for (U32 i = 0; i < 9; i++)
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
for (U32 i = 0; i < 5; i++)
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
}
ProbeManager::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
{
SAFE_DELETE(matInstance);
}
void ProbeManager::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
const F32 _zFar,
const Point3F &_eyePos,
const PlaneF &_farPlane,
const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
{
MaterialParameters *matParams = matInstance->getMaterialParameters();
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
if (negFarPlaneDotEye->isValid())
{
// -dot( farPlane, eyePos )
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
}
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
matParams->setSafe(invViewMat, _inverseViewMatrix);
Point4F frPlane = *((const Point4F *)&_farPlane);
Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
}
void ProbeManager::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
{
//Set up the params
MaterialParameters *matParams = matInstance->getMaterialParameters();
matParams->setSafe(radius, probeInfo->mRadius);
Point3F probePos = probeInfo->getPosition() + probeInfo->mProbePosOffset;
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
matParams->setSafe(probeWSPos, probePos);
worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
matParams->setSafe(probeLSPos, probePos);
// Get the attenuation falloff ratio and normalize it.
Point3F attenRatio = Point3F(0.0f, 1.0f, 1.0f);
F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
if (total > 0.0f)
attenRatio /= total;
F32 radius = probeInfo->mRadius;
Point2F attenParams((1.0f / radius) * attenRatio.y,
(1.0f / (radius * radius)) * attenRatio.z);
matParams->setSafe(attenuation, attenParams);
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
if (!deferredTexObject) return;
GFX->setTexture(0, deferredTexObject);
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
GFXTextureObject *matInfoTexObject = matInfoTexTarget->getTexture();
if (!matInfoTexObject) return;
GFX->setTexture(1, matInfoTexObject);
if (probeInfo->mCubemap && !probeInfo->mCubemap->isNull())
{
GFX->setCubeTexture(2, probeInfo->mCubemap->getPointer());
}
else
{
GFX->setCubeTexture(2, NULL);
}
if (probeInfo->mIrradianceCubemap && !probeInfo->mIrradianceCubemap->isNull())
{
GFX->setCubeTexture(3, probeInfo->mIrradianceCubemap->getPointer());
}
else
{
GFX->setCubeTexture(3, NULL);
}
if (probeInfo->mBRDFTexture && !probeInfo->mBRDFTexture->isNull())
{
GFX->setTexture(4, probeInfo->mBRDFTexture->getPointer());
}
else
{
GFX->setTexture(4, NULL);
}
if (probeInfo->mCubemap->isValid())
matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap->getPointer()->getMipMapLevels(), 2.0f));
else
matParams->setSafe(cubeMips, F32(0.0));
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0f : 0.0f);
//SH Terms
//static AlignedArray<Point3F> shTermsArray(9, sizeof(Point3F));
//dMemset(shTermsArray.getBuffer(), 0, shTermsArray.getBufferSize());
for (U32 i = 0; i < 9; i++)
{
matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
}
for (U32 i = 0; i < 5; i++)
{
matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
}
const MatrixF worldToObjectXfm = probeInfo->mTransform;
MaterialParameterHandle *worldToObjMat = matInstance->getMaterialParameterHandle("$worldToObj");
matParams->setSafe(worldToObjMat, worldToObjectXfm);
}
//
//
//
ProbeManager::SkylightMaterialInfo::SkylightMaterialInfo(const String &matName,
const GFXVertexFormat *vertexFormat)
: ReflectProbeMaterialInfo(matName, vertexFormat)
{
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
if (!mat)
return;
matInstance = new SkylightMatInstance(*mat);
const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>();
for (U32 i = 0; i < macros.size(); i++)
matInstance->addShaderMacro(macros[i].name, macros[i].value);
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
for (U32 i = 0; i < 9; i++)
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
for (U32 i = 0; i < 5; i++)
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
}
ProbeManager::SkylightMaterialInfo::~SkylightMaterialInfo()
{
SAFE_DELETE(matInstance);
}
/*bool ProbeManager::lightScene( const char* callback, const char* param )
{
BitSet32 flags = 0;