mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
This commit is contained in:
parent
fcd0dabc48
commit
2abdef7459
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@ -39,7 +39,7 @@
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#include "T3D/gameFunctions.h"
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#include "postFx/postEffect.h"
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#include "renderInstance/renderProbeMgr.h"
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#include "lighting/probeManager.h"
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#include "renderInstance/renderProbeMgr.h"
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#include "math/util/sphereMesh.h"
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#include "materials/materialManager.h"
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@ -190,7 +190,7 @@ void ReflectionProbe::initPersistFields()
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&_doBake, &defaultProtectedGetFn, "Regenerate Voxel Grid", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
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endGroup("Reflection");
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Con::addVariable("$Light::renderReflectionProbes", TypeBool, &ProbeManager::smRenderReflectionProbes,
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Con::addVariable("$Light::renderReflectionProbes", TypeBool, &RenderProbeMgr::smRenderReflectionProbes,
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"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
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"@note Only works for shadow mapped lights.\n\n"
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"@ingroup Lighting");
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@ -590,15 +590,30 @@ void ReflectionProbe::updateMaterial()
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{
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mProbeInfo->mCubemap = mPrefilterMap->mCubemap;
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}
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else
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{
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mEnabled = false;
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}
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if (mIrridianceMap != nullptr && mIrridianceMap->mCubemap.isValid())
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{
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mProbeInfo->mIrradianceCubemap = mIrridianceMap->mCubemap;
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}
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else
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{
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mEnabled = false;
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}
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}
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}
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else if (mReflectionModeType == DynamicCubemap && !mDynamicCubemap.isNull())
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else
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{
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mProbeInfo->mCubemap = mDynamicCubemap;
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if (mReflectionModeType == DynamicCubemap && !mDynamicCubemap.isNull())
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{
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mProbeInfo->mCubemap = mDynamicCubemap;
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}
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else
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{
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mEnabled = false;
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}
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}
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if (mBrdfTexture.isValid())
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@ -673,7 +688,7 @@ void ReflectionProbe::generateTextures()
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void ReflectionProbe::prepRenderImage(SceneRenderState *state)
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{
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if (!mEnabled || !ProbeManager::smRenderReflectionProbes)
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if (!mEnabled || !RenderProbeMgr::smRenderReflectionProbes)
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return;
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Point3F distVec = getRenderPosition() - state->getCameraPosition();
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@ -787,7 +802,7 @@ void ReflectionProbe::_onRenderViz(ObjectRenderInst *ri,
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SceneRenderState *state,
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BaseMatInstance *overrideMat)
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{
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if (!ProbeManager::smRenderReflectionProbes)
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if (!RenderProbeMgr::smRenderReflectionProbes)
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return;
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GFXDrawUtil *draw = GFX->getDrawUtil();
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@ -948,10 +963,10 @@ void ReflectionProbe::bake(String outputPath, S32 resolution, bool renderWithPro
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//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
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bool probeRenderState = ProbeManager::smRenderReflectionProbes;
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bool probeRenderState = RenderProbeMgr::smRenderReflectionProbes;
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if (!renderWithProbes)
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ProbeManager::smRenderReflectionProbes = false;
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RenderProbeMgr::smRenderReflectionProbes = false;
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for (U32 i = 0; i < 6; ++i)
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{
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@ -1070,7 +1085,7 @@ void ReflectionProbe::bake(String outputPath, S32 resolution, bool renderWithPro
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}
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if(!renderWithProbes)
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ProbeManager::smRenderReflectionProbes = probeRenderState;
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RenderProbeMgr::smRenderReflectionProbes = probeRenderState;
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setMaskBits(-1);
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@ -41,8 +41,8 @@
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#include "renderInstance/renderPassManager.h"
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#endif
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#ifndef PROBEMANAGER_H
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#include "lighting/probeManager.h"
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#ifndef RENDER_PROBE_MGR_H
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#include "renderInstance/renderProbeMgr.h"
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#endif
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class BaseMatInstance;
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@ -39,7 +39,7 @@
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#include "T3D/gameFunctions.h"
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#include "postFx/postEffect.h"
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#include "renderInstance/renderProbeMgr.h"
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#include "lighting/probeManager.h"
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#include "renderInstance/renderProbeMgr.h"
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#include "math/util/sphereMesh.h"
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#include "materials/materialManager.h"
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@ -41,10 +41,6 @@
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#include "renderInstance/renderPassManager.h"
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#endif
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#ifndef PROBEMANAGER_H
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#include "lighting/probeManager.h"
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#endif
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class BaseMatInstance;
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@ -273,7 +273,7 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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return;
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//Do a quick pass to update our probes if they're dirty
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PROBEMGR->updateDirtyProbes();
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//PROBEMGR->updateDirtyProbes();
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lightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture());
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File diff suppressed because it is too large
Load diff
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@ -1,480 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef PROBEMANAGER_H
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#define PROBEMANAGER_H
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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#ifndef _TSIGNAL_H_
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#include "core/util/tSignal.h"
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#endif
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#ifndef _LIGHTINFO_H_
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#include "lighting/lightInfo.h"
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#endif
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#ifndef _LIGHTQUERY_H_
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#include "lighting/lightQuery.h"
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#endif
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#ifndef _MATRIXSET_H_
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#include "math/util/matrixSet.h"
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#endif
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#ifndef _CUBEMAPDATA_H_
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#include "gfx/sim/cubemapData.h"
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#endif
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#ifndef _MATINSTANCE_H_
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#include "materials/matInstance.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#include "core/util/SystemInterfaceList.h"
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#include "materials/processedShaderMaterial.h"
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class SimObject;
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class ProbeManager;
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class Material;
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class ProcessedMaterial;
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class SceneManager;
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struct SceneData;
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class Point3F;
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class AvailableSLInterfaces;
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class SceneObject;
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class GFXShaderConstBuffer;
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class GFXShaderConstHandle;
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class ShaderConstHandles;
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class SceneRenderState;
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class RenderDeferredMgr;
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class Frustum;
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struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
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{
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LinearColorF mAmbient;
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MatrixF mTransform;
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F32 mRadius;
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F32 mIntensity;
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bool mDirty;
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Box3F mBounds;
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Point3F mProbePosOffset;
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GFXCubemapHandle mCubemap;
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GFXCubemapHandle mIrradianceCubemap;
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GFXTexHandle *mBRDFTexture;
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/// The priority of this light used for
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/// light and shadow scoring.
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F32 mPriority;
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/// A temporary which holds the score used
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/// when prioritizing lights for rendering.
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F32 mScore;
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bool mIsSkylight;
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/// Whether to render debugging visualizations
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/// for this light.
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bool mDebugRender;
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GFXPrimitiveBufferHandle primBuffer;
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GFXVertexBufferHandle<GFXVertexPC> vertBuffer;
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U32 numPrims;
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U32 numVerts;
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Vector< U32 > numIndicesForPoly;
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enum ProbeShapeType
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{
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Sphere = 0, ///< Sphere shaped
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Box = 1, ///< Box-based shape
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};
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ProbeShapeType mProbeShapeType;
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//Spherical Harmonics data
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LinearColorF mSHTerms[9];
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F32 mSHConstants[5];
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public:
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ProbeRenderInst();
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~ProbeRenderInst();
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// Copies data passed in from light
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void set(const ProbeRenderInst *probeInfo);
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// Accessors
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const MatrixF& getTransform() const { return mTransform; }
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void setTransform(const MatrixF &xfm) { mTransform = xfm; }
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Point3F getPosition() const { return mTransform.getPosition(); }
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void setPosition(const Point3F &pos) { mTransform.setPosition(pos); }
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VectorF getDirection() const { return mTransform.getForwardVector(); }
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void setDirection(const VectorF &val);
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const LinearColorF& getAmbient() const { return mAmbient; }
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void setAmbient(const LinearColorF &val) { mAmbient = val; }
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void setPriority(F32 priority) { mPriority = priority; }
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F32 getPriority() const { return mPriority; }
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void setScore(F32 score) { mScore = score; }
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F32 getScore() const { return mScore; }
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bool isDebugRenderingEnabled() const { return mDebugRender; }
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void enableDebugRendering(bool value) { mDebugRender = value; }
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// Builds the world to light view projection used for
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// shadow texture and cookie lookups.
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void getWorldToLightProj(MatrixF *outMatrix) const;
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void clear();
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};
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struct ProbeShaderConstants
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{
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bool mInit;
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GFXShaderRef mShader;
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GFXShaderConstHandle* mProbeParamsSC;
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//Reflection Probes
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GFXShaderConstHandle *mProbePositionSC;
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GFXShaderConstHandle *mProbeRadiusSC;
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GFXShaderConstHandle *mProbeBoxMinSC;
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GFXShaderConstHandle *mProbeBoxMaxSC;
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GFXShaderConstHandle *mProbeIsSphereSC;
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GFXShaderConstHandle *mProbeLocalPosSC;
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GFXShaderConstHandle *mProbeCubemapSC;
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GFXShaderConstHandle *mProbeCountSC;
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ProbeShaderConstants();
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~ProbeShaderConstants();
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void init(GFXShader* buffer);
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void _onShaderReload();
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};
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typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
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class ReflectProbeMatInstance : public MatInstance
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{
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typedef MatInstance Parent;
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protected:
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MaterialParameterHandle * mProbeParamsSC;
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bool mInternalPass;
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GFXStateBlockRef mProjectionState;
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ProcessedShaderMaterial* mShaderMat;
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public:
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ReflectProbeMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
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virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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ProcessedShaderMaterial* getProcessedShaderMaterial() { return mShaderMat; }
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};
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class SkylightMatInstance : public ReflectProbeMatInstance
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{
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typedef ReflectProbeMatInstance Parent;
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protected:
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GFXStateBlockRef mProjectionState;
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public:
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SkylightMatInstance(Material &mat) : Parent(mat) {}
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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};
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class ReflectProbeArrayMatInstance : public MatInstance
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{
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typedef MatInstance Parent;
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protected:
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MaterialParameterHandle * mProbeParamsSC;
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bool mInternalPass;
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GFXStateBlockRef mProjectionState;
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public:
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ReflectProbeArrayMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
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virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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};
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class ProbeManager
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{
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public:
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struct ReflectProbeMaterialInfo
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{
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ReflectProbeMatInstance *matInstance;
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// { zNear, zFar, 1/zNear, 1/zFar }
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MaterialParameterHandle *zNearFarInvNearFar;
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// Far frustum plane (World Space)
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MaterialParameterHandle *farPlane;
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// Far frustum plane (View Space)
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MaterialParameterHandle *vsFarPlane;
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// -dot( farPlane, eyePos )
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MaterialParameterHandle *negFarPlaneDotEye;
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// Light Parameters
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MaterialParameterHandle *probeLSPos;
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MaterialParameterHandle *probeWSPos;
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MaterialParameterHandle *attenuation;
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MaterialParameterHandle *radius;
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MaterialParameterHandle *useCubemap;
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MaterialParameterHandle *cubemap;
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MaterialParameterHandle *cubeMips;
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MaterialParameterHandle *eyePosWorld;
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MaterialParameterHandle *bbMin;
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MaterialParameterHandle *bbMax;
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MaterialParameterHandle *useSphereMode;
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MaterialParameterHandle *shTerms[9];
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MaterialParameterHandle *shConsts[5];
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MaterialParameterHandle *probeCount;
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ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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virtual ~ReflectProbeMaterialInfo();
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void setViewParameters(const F32 zNear,
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const F32 zFar,
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const Point3F &eyePos,
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const PlaneF &farPlane,
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const PlaneF &_vsFarPlane);
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void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
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};
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struct SkylightMaterialInfo : public ReflectProbeMaterialInfo
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{
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SkylightMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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virtual ~SkylightMaterialInfo();
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};
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struct ReflectionProbeArrayMaterialInfo : public ReflectProbeMaterialInfo
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{
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ReflectionProbeArrayMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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ReflectProbeArrayMatInstance *matInstance;
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virtual ~ReflectionProbeArrayMaterialInfo();
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};
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enum SpecialProbeTypesEnum
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{
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SkylightProbeType,
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SpecialProbeTypesCount
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};
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Vector<U32> mRegisteredProbes;
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ProbeManager();
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~ProbeManager();
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///
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static ProbeRenderInst* createProbeInfo(ProbeRenderInst* light = NULL);
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void registerProbe(U32 probeIdx);
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/// The light manager activation signal.
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static Signal<void(const char*,bool)> smActivateSignal;
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/// Returns the active LM.
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static inline ProbeManager* getProbeManager();
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// Returns the scene manager passed at activation.
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SceneManager* getSceneManager() { return mSceneManager; }
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// Called when the lighting manager should become active
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virtual void activate( SceneManager *sceneManager );
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// Called when we don't want the light manager active (should clean up)
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virtual void deactivate();
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// Returns the active scene lighting interface for this light manager.
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virtual AvailableSLInterfaces* getSceneLightingInterface();
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void updateDirtyProbes();
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/*// Returns a "default" light info that callers should not free. Used for instances where we don't actually care about
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// the light (for example, setting default data for SceneData)
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virtual ProbeInfo* getDefaultLight();
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/// Returns the special light or the default light if useDefault is true.
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/// @see getDefaultLight
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virtual ProbeInfo* getSpecialProbe(SpecialProbeTypesEnum type,
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bool useDefault = true );
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/// Set a special light type.
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virtual void setSpecialProbe(SpecialProbeTypesEnum type, ProbeInfo *light );*/
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/*void registerSkylight(ProbeInfo *probe, SimObject *obj);
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// registered before scene traversal...
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virtual void registerProbe(ProbeInfo *light, SimObject *obj );
|
||||
virtual void unregisterProbe(ProbeInfo *light );
|
||||
|
||||
virtual void registerProbes( const Frustum *frustum, bool staticlighting );
|
||||
virtual void unregisterAllProbes();
|
||||
|
||||
/// Returns all unsorted and un-scored lights (both global and local).
|
||||
void getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const;*/
|
||||
|
||||
/// Sets shader constants / textures for light infos
|
||||
virtual void setProbeInfo( ProcessedMaterial *pmat,
|
||||
const Material *mat,
|
||||
const SceneData &sgData,
|
||||
const SceneRenderState *state,
|
||||
U32 pass,
|
||||
GFXShaderConstBuffer *shaderConsts );
|
||||
|
||||
/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
|
||||
virtual bool setTextureStage( const SceneData &sgData,
|
||||
const U32 currTexFlag,
|
||||
const U32 textureSlot,
|
||||
GFXShaderConstBuffer *shaderConsts,
|
||||
ShaderConstHandles *handles );
|
||||
|
||||
ReflectProbeMaterialInfo* getReflectProbeMaterial();
|
||||
SkylightMaterialInfo* getSkylightMaterial();
|
||||
ReflectionProbeArrayMaterialInfo* getReflectProbeArrayMaterial();
|
||||
|
||||
protected:
|
||||
|
||||
/// The current active light manager.
|
||||
static ProbeManager *smProbeManager;
|
||||
|
||||
/// Find the pre-pass render bin on the scene's default render pass.
|
||||
RenderDeferredMgr* _findDeferredRenderBin();
|
||||
|
||||
public:
|
||||
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
|
||||
|
||||
// Add a reflection probe to the bin
|
||||
void setupSkylightProbe(ProbeRenderInst *probeInfo);
|
||||
void setupSphereReflectionProbe(ProbeRenderInst *probeInfo);
|
||||
void setupConvexReflectionProbe(ProbeRenderInst *probeInfo);
|
||||
|
||||
/// Debug rendering
|
||||
static bool smRenderReflectionProbes;
|
||||
|
||||
protected:
|
||||
/// This helper function sets the shader constansts
|
||||
/// for the stock 4 light forward lighting code.
|
||||
void _update4ProbeConsts( const SceneData &sgData,
|
||||
MatrixSet &matSet,
|
||||
GFXShaderConstHandle *probePositionSC,
|
||||
GFXShaderConstHandle *probeRadiusSC,
|
||||
GFXShaderConstHandle *probeBoxMinSC,
|
||||
GFXShaderConstHandle *probeBoxMaxSC,
|
||||
GFXShaderConstHandle *probeCubemapSC,
|
||||
GFXShaderConstHandle *probeIsSphereSC,
|
||||
GFXShaderConstHandle *probeLocalPosSC,
|
||||
GFXShaderConstBuffer *shaderConsts );
|
||||
|
||||
/// The root culling position used for
|
||||
/// special sun light placement.
|
||||
/// @see setSpecialLight
|
||||
Point3F mCullPos;
|
||||
|
||||
///
|
||||
//virtual void _initLightFields();
|
||||
|
||||
/// The scene graph the light manager is associated with.
|
||||
SceneManager *mSceneManager;
|
||||
|
||||
ProbeConstantMap mConstantLookup;
|
||||
|
||||
GFXShaderRef mLastShader;
|
||||
|
||||
ProbeShaderConstants* mLastConstants;
|
||||
|
||||
// Convex geometry for lights
|
||||
GFXVertexBufferHandle<GFXVertexPC> mSphereGeometry;
|
||||
|
||||
GFXPrimitiveBufferHandle mSphereIndices;
|
||||
|
||||
U32 mSpherePrimitiveCount;
|
||||
|
||||
ReflectProbeMaterialInfo* mReflectProbeMaterial;
|
||||
|
||||
SkylightMaterialInfo* mSkylightMaterial;
|
||||
|
||||
ReflectionProbeArrayMaterialInfo* mReflectProbeArrayMaterial;
|
||||
|
||||
GFXVertexBufferHandle<GFXVertexPC> getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives);;
|
||||
};
|
||||
|
||||
ProbeManager* ProbeManager::getProbeManager()
|
||||
{
|
||||
if (smProbeManager == nullptr)
|
||||
{
|
||||
ProbeManager* probeManager = new ProbeManager();
|
||||
|
||||
if (gClientSceneGraph != nullptr)
|
||||
{
|
||||
probeManager->activate(gClientSceneGraph);
|
||||
}
|
||||
else
|
||||
{
|
||||
delete probeManager;
|
||||
}
|
||||
}
|
||||
|
||||
return smProbeManager;
|
||||
}
|
||||
|
||||
/// Returns the current active light manager.
|
||||
#define PROBEMGR ProbeManager::getProbeManager()
|
||||
|
||||
#endif // PROBEMANAGER_H
|
||||
|
|
@ -40,7 +40,7 @@
|
|||
#include "console/propertyParsing.h"
|
||||
#include "gfx/util/screenspace.h"
|
||||
#include "scene/reflectionManager.h"
|
||||
#include "lighting/probeManager.h"
|
||||
#include "renderInstance/renderProbeMgr.h"
|
||||
|
||||
|
||||
ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
|
||||
|
|
@ -323,7 +323,7 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
|
|||
if (lm)
|
||||
lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
|
||||
|
||||
ProbeManager* pm = state ? PROBEMGR : NULL;
|
||||
RenderProbeMgr* pm = state ? PROBEMGR : NULL;
|
||||
if (pm)
|
||||
pm->setProbeInfo(this, NULL, sgData, state, pass, shaderConsts);
|
||||
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@
|
|||
#include "gfx/util/screenspace.h"
|
||||
#include "math/util/matrixSet.h"
|
||||
|
||||
#include "lighting/probeManager.h"
|
||||
#include "renderInstance/renderProbeMgr.h"
|
||||
|
||||
// We need to include customMaterialDefinition for ShaderConstHandles::init
|
||||
#include "materials/customMaterialDefinition.h"
|
||||
|
|
|
|||
|
|
@ -103,15 +103,8 @@ void OccluderRenderInst::clear()
|
|||
dMemset( this, 0, sizeof(OccluderRenderInst) );
|
||||
}
|
||||
|
||||
void ProbeRenderInst::clear()
|
||||
{
|
||||
dMemset(this, 0, sizeof(ProbeRenderInst));
|
||||
//mCubemap);
|
||||
}
|
||||
|
||||
IMPLEMENT_CONOBJECT(RenderPassManager);
|
||||
|
||||
|
||||
ConsoleDocClass( RenderPassManager,
|
||||
"@brief A grouping of render bin managers which forms a render pass.\n\n"
|
||||
"The render pass is used to order a set of RenderBinManager objects which are used "
|
||||
|
|
|
|||
|
|
@ -46,9 +46,6 @@
|
|||
#ifndef _GFXPRIMITIVEBUFFER_H_
|
||||
#include "gfx/gfxPrimitiveBuffer.h"
|
||||
#endif
|
||||
#ifndef PROBEMANAGER_H
|
||||
#include "lighting/probeManager.h"
|
||||
#endif
|
||||
|
||||
class SceneRenderState;
|
||||
class ISceneObject;
|
||||
|
|
|
|||
|
|
@ -32,7 +32,7 @@
|
|||
#include "gfx/gfxTransformSaver.h"
|
||||
|
||||
#include "gfx/gfxDebugEvent.h"
|
||||
|
||||
#include "shaderGen/shaderGenVars.h"
|
||||
#include "materials/shaderData.h"
|
||||
|
||||
IMPLEMENT_CONOBJECT(RenderProbeMgr);
|
||||
|
|
@ -44,6 +44,10 @@ ConsoleDocClass( RenderProbeMgr,
|
|||
"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.
|
||||
|
|
@ -56,8 +60,188 @@ S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
|
|||
return pReflectProbeA->mScore - pReflectProbeB->mScore;
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
|
||||
mTransform(true),
|
||||
mDirty(false),
|
||||
mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
|
||||
mPriority(1.0f),
|
||||
mScore(0.0f),
|
||||
mDebugRender(false),
|
||||
mCubemap(NULL),
|
||||
mIrradianceCubemap(NULL),
|
||||
mBRDFTexture(NULL),
|
||||
mRadius(1.0f),
|
||||
mIntensity(1.0f),
|
||||
mProbePosOffset(0, 0, 0),
|
||||
numPrims(0)
|
||||
{
|
||||
for (U32 i = 0; i < 5; ++i)
|
||||
{
|
||||
mSHConstants[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
ProbeRenderInst::~ProbeRenderInst()
|
||||
{
|
||||
if (mCubemap && mCubemap.isValid())
|
||||
{
|
||||
mCubemap.free();
|
||||
}
|
||||
if (mIrradianceCubemap && mIrradianceCubemap.isValid())
|
||||
{
|
||||
mIrradianceCubemap.free();
|
||||
}
|
||||
if (mBRDFTexture && mBRDFTexture->isValid())
|
||||
{
|
||||
mBRDFTexture->free();
|
||||
}
|
||||
}
|
||||
|
||||
void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
|
||||
{
|
||||
mTransform = probeInfo->mTransform;
|
||||
mAmbient = probeInfo->mAmbient;
|
||||
mCubemap = probeInfo->mCubemap;
|
||||
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
|
||||
mBRDFTexture = probeInfo->mBRDFTexture;
|
||||
mRadius = probeInfo->mRadius;
|
||||
mIntensity = probeInfo->mIntensity;
|
||||
mProbeShapeType = probeInfo->mProbeShapeType;
|
||||
numPrims = probeInfo->numPrims;
|
||||
numVerts = probeInfo->numVerts;
|
||||
numIndicesForPoly = probeInfo->numIndicesForPoly;
|
||||
mBounds = probeInfo->mBounds;
|
||||
mIsSkylight = probeInfo->mIsSkylight;
|
||||
mScore = probeInfo->mScore;
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
{
|
||||
mSHTerms[i] = probeInfo->mSHTerms[i];
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
{
|
||||
mSHConstants[i] = probeInfo->mSHConstants[i];
|
||||
}
|
||||
}
|
||||
|
||||
void ProbeRenderInst::getWorldToLightProj(MatrixF *outMatrix) const
|
||||
{
|
||||
*outMatrix = getTransform();
|
||||
outMatrix->inverse();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
|
||||
{
|
||||
mShaderMat = nullptr;
|
||||
|
||||
bool success = Parent::init(features, vertexFormat);
|
||||
|
||||
// If the initialization failed don't continue.
|
||||
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
|
||||
return false;
|
||||
|
||||
mShaderMat = static_cast<ProcessedShaderMaterial*>(getShaderMaterial());
|
||||
mShaderMat->init(features, vertexFormat, mFeaturesDelegate);
|
||||
|
||||
//mShaderMat->setMaterialParameters(mDefaultParameters, 0);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
|
||||
{
|
||||
if (!Parent::setupPass(state, sgData))
|
||||
return false;
|
||||
|
||||
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, GFXBlendSrcAlpha, GFXBlendInvDestAlpha, GFXBlendOpAdd);
|
||||
mProjectionState = GFX->createStateBlock(desc);
|
||||
}
|
||||
// Now override stateblock with our own
|
||||
GFX->setStateBlock(mProjectionState);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
RenderProbeMgr::RenderProbeMgr()
|
||||
: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f)
|
||||
: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f),
|
||||
mReflectProbeMaterial(nullptr),
|
||||
mSceneManager(nullptr),
|
||||
mLastShader(nullptr),
|
||||
mLastConstants(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
|
|
@ -96,6 +280,15 @@ void RenderProbeMgr::addElement(RenderInst *inst)
|
|||
}*/
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
//remove
|
||||
//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
|
||||
//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
|
||||
|
|
@ -157,19 +350,7 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
|
|||
PlaneF vsFarPlane(norms[0], norms[1], norms[2]);
|
||||
|
||||
|
||||
// Parameters calculated, assign them to the materials
|
||||
ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
|
||||
|
||||
if (skylightMat != nullptr && skylightMat->matInstance != nullptr)
|
||||
{
|
||||
skylightMat->setViewParameters(frustum.getNearDist(),
|
||||
frustum.getFarDist(),
|
||||
frustum.getPosition(),
|
||||
farPlane,
|
||||
vsFarPlane);
|
||||
}
|
||||
|
||||
ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
|
||||
ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
|
||||
|
||||
if (reflProbeMat != nullptr && reflProbeMat->matInstance != nullptr)
|
||||
{
|
||||
|
|
@ -179,17 +360,229 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
|
|||
farPlane,
|
||||
vsFarPlane);
|
||||
}
|
||||
}
|
||||
|
||||
ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
|
||||
RenderProbeMgr::ReflectProbeMaterialInfo* RenderProbeMgr::getReflectProbeMaterial()
|
||||
{
|
||||
PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
|
||||
|
||||
if (reflProbeArrayMat != nullptr && reflProbeArrayMat->matInstance != nullptr)
|
||||
//ReflectProbeMaterialInfo *info = NULL;
|
||||
|
||||
if (!mReflectProbeMaterial)
|
||||
|
||||
// Now create the material info object.
|
||||
mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
|
||||
getGFXVertexFormat<GFXVertexPC>());
|
||||
|
||||
return mReflectProbeMaterial;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
reflProbeArrayMat->setViewParameters(frustum.getNearDist(),
|
||||
frustum.getFarDist(),
|
||||
frustum.getPosition(),
|
||||
farPlane,
|
||||
vsFarPlane);
|
||||
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;
|
||||
}
|
||||
|
||||
mLastConstants = new ProbeShaderConstants();
|
||||
|
||||
// Make sure that our current lighting constants are initialized
|
||||
if (!mLastConstants->mInit)
|
||||
mLastConstants->init(shader);
|
||||
|
||||
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()))
|
||||
{
|
||||
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());
|
||||
}
|
||||
}
|
||||
|
||||
shaderConsts->setSafe(probePositionSC, probePositions);
|
||||
shaderConsts->setSafe(probeRadiusSC, probeRadius);
|
||||
shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
|
||||
shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
|
||||
shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
|
||||
shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
|
||||
|
||||
//
|
||||
|
||||
//shaderConsts->setSafe(lightSpotAngleSC, lightSpotAngle);
|
||||
//shaderConsts->setSafe(lightSpotFalloffSC, lightSpotFalloff);
|
||||
}
|
||||
else
|
||||
{
|
||||
/*if (probe->mCubemap && !probe->mCubemap.isNull())
|
||||
{
|
||||
GFX->setCubeTexture(1, probe->mCubemap.getPointer());
|
||||
}*/
|
||||
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);
|
||||
|
||||
//ProbeInfo *probe;
|
||||
//probe = mRegisteredProbes[0];
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -203,7 +596,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
if (!ProbeRenderInst::all.size())
|
||||
return;
|
||||
|
||||
if (!ProbeManager::smRenderReflectionProbes)
|
||||
if (!RenderProbeMgr::smRenderReflectionProbes)
|
||||
return;
|
||||
|
||||
GFXTransformSaver saver;
|
||||
|
|
@ -220,7 +613,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
return;
|
||||
|
||||
//Do a quick pass to update our probes if they're dirty
|
||||
PROBEMGR->updateDirtyProbes();
|
||||
//PROBEMGR->updateDirtyProbes();
|
||||
|
||||
probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture(0));
|
||||
|
||||
|
|
@ -228,7 +621,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
GFX->setActiveRenderTarget(probeLightingTargetRef);
|
||||
|
||||
GFX->setViewport(sceneColorTargetRef->getViewport());
|
||||
|
||||
|
||||
// Restore transforms
|
||||
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
|
||||
matrixSet.restoreSceneViewProjection();
|
||||
|
|
@ -249,8 +642,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
//Specular
|
||||
PROFILE_START(RenderProbeManager_ReflectProbeRender);
|
||||
|
||||
ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
|
||||
ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
|
||||
ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
|
||||
|
||||
/*for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
|
||||
{
|
||||
|
|
@ -474,4 +866,160 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
|
||||
// Fire off a signal to let others know that light-bin rendering is ending now
|
||||
//getRenderSignal().trigger(state, this);
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
|
||||
const GFXVertexFormat *vertexFormat)
|
||||
: matInstance(NULL),
|
||||
zNearFarInvNearFar(NULL),
|
||||
farPlane(NULL),
|
||||
vsFarPlane(NULL),
|
||||
negFarPlaneDotEye(NULL),
|
||||
probeWSPos(NULL),
|
||||
attenuation(NULL),
|
||||
radius(NULL),
|
||||
cubeMips(NULL)
|
||||
{
|
||||
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
|
||||
if (!mat)
|
||||
return;
|
||||
|
||||
matInstance = new ReflectProbeMatInstance(*mat);
|
||||
|
||||
const Vector<GFXShaderMacro> ¯os = 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("$zNearFarInvNearFar");
|
||||
|
||||
useCubemap = matInstance->getMaterialParameterHandle("$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");
|
||||
|
||||
probeCount = matInstance->getMaterialParameterHandle("$numProbes");
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
|
||||
}
|
||||
|
||||
RenderProbeMgr::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
|
||||
{
|
||||
SAFE_DELETE(matInstance);
|
||||
}
|
||||
|
||||
void RenderProbeMgr::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
|
||||
const F32 _zFar,
|
||||
const Point3F &_eyePos,
|
||||
const PlaneF &_farPlane,
|
||||
const PlaneF &_vsFarPlane)
|
||||
{
|
||||
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));
|
||||
|
||||
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 RenderProbeMgr::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 probeRadius = probeInfo->mRadius;
|
||||
|
||||
Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
|
||||
(1.0f / (probeRadius * probeRadius)) * attenRatio.z);
|
||||
|
||||
matParams->setSafe(attenuation, attenParams);
|
||||
|
||||
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
|
||||
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
|
||||
NamedTexTarget* colorTexTarget = NamedTexTarget::find("color");
|
||||
|
||||
if (!deferredTexTarget || !matInfoTexTarget || !colorTexTarget)
|
||||
{
|
||||
Con::errorf("ProbeManager::ReflectProbeMaterialInfo::setProbeParameters: Could not retrieve gbuffer");
|
||||
return;
|
||||
}
|
||||
|
||||
//set textures
|
||||
GFX->setTexture(0, deferredTexTarget->getTexture());
|
||||
GFX->setTexture(1, colorTexTarget->getTexture());
|
||||
GFX->setTexture(2, matInfoTexTarget->getTexture());
|
||||
|
||||
//Add some safety catches in the event the cubemaps aren't fully initialized yet
|
||||
if (probeInfo->mCubemap == nullptr || probeInfo->mCubemap.isNull())
|
||||
{
|
||||
GFX->setCubeTexture(3, nullptr);
|
||||
matParams->setSafe(cubeMips, 2.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setCubeTexture(3, probeInfo->mCubemap.getPointer());
|
||||
matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap.getPointer()->getMipMapLevels(), 2.0f));
|
||||
}
|
||||
|
||||
if (probeInfo->mIrradianceCubemap == nullptr || probeInfo->mIrradianceCubemap.isNull())
|
||||
GFX->setCubeTexture(4, nullptr);
|
||||
else
|
||||
GFX->setCubeTexture(4, probeInfo->mIrradianceCubemap.getPointer());
|
||||
|
||||
GFX->setTexture(5, probeInfo->mBRDFTexture->getPointer());
|
||||
|
||||
//set material params
|
||||
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);
|
||||
}
|
||||
|
|
@ -19,6 +19,7 @@
|
|||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
#pragma once
|
||||
#ifndef RENDER_PROBE_MGR_H
|
||||
#define RENDER_PROBE_MGR_H
|
||||
|
||||
|
|
@ -38,7 +39,151 @@
|
|||
#include "gfx/gfxVertexBuffer.h"
|
||||
#endif
|
||||
|
||||
#include "core/util/SystemInterfaceList.h"
|
||||
|
||||
#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
|
||||
#include "materials/processedShaderMaterial.h"
|
||||
#endif
|
||||
#ifndef _POSTEFFECTCOMMON_H_
|
||||
#include "postFx/postEffectCommon.h"
|
||||
#endif
|
||||
|
||||
struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
|
||||
{
|
||||
LinearColorF mAmbient;
|
||||
|
||||
MatrixF mTransform;
|
||||
|
||||
F32 mRadius;
|
||||
F32 mIntensity;
|
||||
|
||||
bool mDirty;
|
||||
|
||||
Box3F mBounds;
|
||||
Point3F mProbePosOffset;
|
||||
|
||||
GFXCubemapHandle mCubemap;
|
||||
|
||||
GFXCubemapHandle mIrradianceCubemap;
|
||||
|
||||
GFXTexHandle *mBRDFTexture;
|
||||
|
||||
/// The priority of this light used for
|
||||
/// light and shadow scoring.
|
||||
F32 mPriority;
|
||||
|
||||
/// A temporary which holds the score used
|
||||
/// when prioritizing lights for rendering.
|
||||
F32 mScore;
|
||||
|
||||
bool mIsSkylight;
|
||||
|
||||
/// Whether to render debugging visualizations
|
||||
/// for this light.
|
||||
bool mDebugRender;
|
||||
|
||||
GFXPrimitiveBufferHandle primBuffer;
|
||||
GFXVertexBufferHandle<GFXVertexPC> vertBuffer;
|
||||
U32 numPrims;
|
||||
U32 numVerts;
|
||||
Vector< U32 > numIndicesForPoly;
|
||||
|
||||
enum ProbeShapeType
|
||||
{
|
||||
Sphere = 0, ///< Sphere shaped
|
||||
Box = 1, ///< Box-based shape
|
||||
};
|
||||
|
||||
ProbeShapeType mProbeShapeType;
|
||||
|
||||
//Spherical Harmonics data
|
||||
LinearColorF mSHTerms[9];
|
||||
F32 mSHConstants[5];
|
||||
|
||||
public:
|
||||
|
||||
ProbeRenderInst();
|
||||
~ProbeRenderInst();
|
||||
|
||||
// Copies data passed in from light
|
||||
void set(const ProbeRenderInst *probeInfo);
|
||||
|
||||
// Accessors
|
||||
const MatrixF& getTransform() const { return mTransform; }
|
||||
void setTransform(const MatrixF &xfm) { mTransform = xfm; }
|
||||
|
||||
Point3F getPosition() const { return mTransform.getPosition(); }
|
||||
void setPosition(const Point3F &pos) { mTransform.setPosition(pos); }
|
||||
|
||||
VectorF getDirection() const { return mTransform.getForwardVector(); }
|
||||
void setDirection(const VectorF &val);
|
||||
|
||||
const LinearColorF& getAmbient() const { return mAmbient; }
|
||||
void setAmbient(const LinearColorF &val) { mAmbient = val; }
|
||||
|
||||
void setPriority(F32 priority) { mPriority = priority; }
|
||||
F32 getPriority() const { return mPriority; }
|
||||
|
||||
void setScore(F32 score) { mScore = score; }
|
||||
F32 getScore() const { return mScore; }
|
||||
|
||||
bool isDebugRenderingEnabled() const { return mDebugRender; }
|
||||
void enableDebugRendering(bool value) { mDebugRender = value; }
|
||||
|
||||
// Builds the world to light view projection used for
|
||||
// shadow texture and cookie lookups.
|
||||
void getWorldToLightProj(MatrixF *outMatrix) const;
|
||||
|
||||
void clear();
|
||||
};
|
||||
|
||||
struct ProbeShaderConstants
|
||||
{
|
||||
bool mInit;
|
||||
|
||||
GFXShaderRef mShader;
|
||||
|
||||
GFXShaderConstHandle* mProbeParamsSC;
|
||||
|
||||
//Reflection Probes
|
||||
GFXShaderConstHandle *mProbePositionSC;
|
||||
GFXShaderConstHandle *mProbeRadiusSC;
|
||||
GFXShaderConstHandle *mProbeBoxMinSC;
|
||||
GFXShaderConstHandle *mProbeBoxMaxSC;
|
||||
GFXShaderConstHandle *mProbeIsSphereSC;
|
||||
GFXShaderConstHandle *mProbeLocalPosSC;
|
||||
GFXShaderConstHandle *mProbeCubemapSC;
|
||||
GFXShaderConstHandle *mProbeCountSC;
|
||||
|
||||
ProbeShaderConstants();
|
||||
~ProbeShaderConstants();
|
||||
|
||||
void init(GFXShader* buffer);
|
||||
|
||||
void _onShaderReload();
|
||||
};
|
||||
|
||||
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
|
||||
|
||||
class ReflectProbeMatInstance : public MatInstance
|
||||
{
|
||||
typedef MatInstance Parent;
|
||||
protected:
|
||||
MaterialParameterHandle * mProbeParamsSC;
|
||||
bool mInternalPass;
|
||||
|
||||
GFXStateBlockRef mProjectionState;
|
||||
|
||||
ProcessedShaderMaterial* mShaderMat;
|
||||
|
||||
public:
|
||||
ReflectProbeMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
|
||||
|
||||
virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
|
||||
virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
|
||||
|
||||
ProcessedShaderMaterial* getProcessedShaderMaterial() { return mShaderMat; }
|
||||
};
|
||||
|
||||
//**************************************************************************
|
||||
// RenderObjectMgr
|
||||
|
|
@ -47,10 +192,94 @@ class RenderProbeMgr : public RenderBinManager
|
|||
{
|
||||
typedef RenderBinManager Parent;
|
||||
|
||||
struct ReflectProbeMaterialInfo
|
||||
{
|
||||
ReflectProbeMatInstance *matInstance;
|
||||
|
||||
// { zNear, zFar, 1/zNear, 1/zFar }
|
||||
MaterialParameterHandle *zNearFarInvNearFar;
|
||||
|
||||
// Far frustum plane (World Space)
|
||||
MaterialParameterHandle *farPlane;
|
||||
|
||||
// Far frustum plane (View Space)
|
||||
MaterialParameterHandle *vsFarPlane;
|
||||
|
||||
// -dot( farPlane, eyePos )
|
||||
MaterialParameterHandle *negFarPlaneDotEye;
|
||||
|
||||
// Light Parameters
|
||||
MaterialParameterHandle *probeLSPos;
|
||||
MaterialParameterHandle *probeWSPos;
|
||||
MaterialParameterHandle *attenuation;
|
||||
MaterialParameterHandle *radius;
|
||||
|
||||
MaterialParameterHandle *useCubemap;
|
||||
MaterialParameterHandle *cubemap;
|
||||
MaterialParameterHandle *cubeMips;
|
||||
|
||||
MaterialParameterHandle *eyePosWorld;
|
||||
MaterialParameterHandle *bbMin;
|
||||
MaterialParameterHandle *bbMax;
|
||||
|
||||
MaterialParameterHandle *useSphereMode;
|
||||
|
||||
MaterialParameterHandle *shTerms[9];
|
||||
MaterialParameterHandle *shConsts[5];
|
||||
|
||||
MaterialParameterHandle *probeCount;
|
||||
|
||||
ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
|
||||
|
||||
virtual ~ReflectProbeMaterialInfo();
|
||||
|
||||
|
||||
void setViewParameters(const F32 zNear,
|
||||
const F32 zFar,
|
||||
const Point3F &eyePos,
|
||||
const PlaneF &farPlane,
|
||||
const PlaneF &_vsFarPlane);
|
||||
|
||||
void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
|
||||
};
|
||||
|
||||
enum SpecialProbeTypesEnum
|
||||
{
|
||||
SkylightProbeType,
|
||||
SpecialProbeTypesCount
|
||||
};
|
||||
|
||||
Vector<U32> mRegisteredProbes;
|
||||
|
||||
ReflectProbeMaterialInfo* mReflectProbeMaterial;
|
||||
|
||||
/// The scene graph the light manager is associated with.
|
||||
SceneManager *mSceneManager;
|
||||
|
||||
ProbeConstantMap mConstantLookup;
|
||||
GFXShaderRef mLastShader;
|
||||
ProbeShaderConstants* mLastConstants;
|
||||
|
||||
protected:
|
||||
|
||||
/// The current active light manager.
|
||||
static RenderProbeMgr *smProbeManager;
|
||||
|
||||
GFXVertexBufferHandle<GFXVertexPC> mFarFrustumQuadVerts;
|
||||
|
||||
/// This helper function sets the shader constansts
|
||||
/// for the stock 4 light forward lighting code.
|
||||
void _update4ProbeConsts(const SceneData &sgData,
|
||||
MatrixSet &matSet,
|
||||
GFXShaderConstHandle *probePositionSC,
|
||||
GFXShaderConstHandle *probeRadiusSC,
|
||||
GFXShaderConstHandle *probeBoxMinSC,
|
||||
GFXShaderConstHandle *probeBoxMaxSC,
|
||||
GFXShaderConstHandle *probeCubemapSC,
|
||||
GFXShaderConstHandle *probeIsSphereSC,
|
||||
GFXShaderConstHandle *probeLocalPosSC,
|
||||
GFXShaderConstBuffer *shaderConsts);
|
||||
|
||||
public:
|
||||
RenderProbeMgr();
|
||||
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
|
||||
|
|
@ -60,9 +289,54 @@ public:
|
|||
virtual void addElement(RenderInst *inst);
|
||||
virtual void render(SceneRenderState * state);
|
||||
|
||||
virtual void setProbeInfo(ProcessedMaterial *pmat,
|
||||
const Material *mat,
|
||||
const SceneData &sgData,
|
||||
const SceneRenderState *state,
|
||||
U32 pass,
|
||||
GFXShaderConstBuffer *shaderConsts);
|
||||
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
|
||||
|
||||
// ConsoleObject
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT(RenderProbeMgr);
|
||||
|
||||
/// Returns the active LM.
|
||||
static inline RenderProbeMgr* getProbeManager();
|
||||
|
||||
ReflectProbeMaterialInfo* getReflectProbeMaterial();
|
||||
|
||||
void registerProbe(U32 probeIdx);
|
||||
|
||||
// Returns the scene manager passed at activation.
|
||||
SceneManager* getSceneManager() { return mSceneManager; }
|
||||
|
||||
void setSceneManager(SceneManager* sceneManager) { mSceneManager = sceneManager; }
|
||||
|
||||
/// Debug rendering
|
||||
static bool smRenderReflectionProbes;
|
||||
};
|
||||
|
||||
RenderProbeMgr* RenderProbeMgr::getProbeManager()
|
||||
{
|
||||
if (smProbeManager == nullptr)
|
||||
{
|
||||
RenderProbeMgr* probeManager = new RenderProbeMgr();
|
||||
|
||||
if (gClientSceneGraph != nullptr)
|
||||
{
|
||||
probeManager->setSceneManager(gClientSceneGraph);
|
||||
smProbeManager = probeManager;
|
||||
}
|
||||
else
|
||||
{
|
||||
delete probeManager;
|
||||
}
|
||||
}
|
||||
|
||||
return smProbeManager;
|
||||
}
|
||||
|
||||
#define PROBEMGR RenderProbeMgr::getProbeManager()
|
||||
|
||||
#endif // RENDER_PROBE_MGR_H
|
||||
|
|
@ -215,7 +215,7 @@ void PlatformWindowSDL::_setFullscreen(const bool fullscreen)
|
|||
if(fullscreen && !mOffscreenRender)
|
||||
{
|
||||
Con::printf("PlatformWindowSDL::setFullscreen (full) enter");
|
||||
SDL_SetWindowFullscreen( mWindowHandle, SDL_WINDOW_FULLSCREEN);
|
||||
SDL_SetWindowFullscreen( mWindowHandle, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1 +0,0 @@
|
|||
/procedural/
|
||||
Loading…
Reference in a new issue