mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-23 21:35:34 +00:00
Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
This commit is contained in:
parent
83dd55e851
commit
2be32ad737
102 changed files with 12346 additions and 1911 deletions
573
Engine/source/T3D/lighting/IBLUtilities.cpp
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573
Engine/source/T3D/lighting/IBLUtilities.cpp
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#include "console/engineAPI.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/bitmap/cubemapSaver.h"
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namespace IBLUtilities
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{
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void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut)
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{
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GFXTransformSaver saver;
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GFXStateBlockRef irrStateBlock;
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ShaderData *irrShaderData;
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GFXShaderRef irrShader = Sim::findObject("IrradianceShader", irrShaderData) ? irrShaderData->getShader() : NULL;
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if (!irrShader)
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{
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Con::errorf("IBLUtilities::GenerateIrradianceMap() - could not find IrradianceShader");
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return;
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}
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GFXShaderConstBufferRef irrConsts = irrShader->allocConstBuffer();
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GFXShaderConstHandle* irrEnvMapSC = irrShader->getShaderConstHandle("$environmentMap");
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GFXShaderConstHandle* irrFaceSC = irrShader->getShaderConstHandle("$face");
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GFXStateBlockDesc desc;
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desc.zEnable = false;
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desc.samplersDefined = true;
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desc.samplers[0].addressModeU = GFXAddressClamp;
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desc.samplers[0].addressModeV = GFXAddressClamp;
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desc.samplers[0].addressModeW = GFXAddressClamp;
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desc.samplers[0].magFilter = GFXTextureFilterLinear;
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desc.samplers[0].minFilter = GFXTextureFilterLinear;
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desc.samplers[0].mipFilter = GFXTextureFilterLinear;
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irrStateBlock = GFX->createStateBlock(desc);
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GFX->pushActiveRenderTarget();
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GFX->setShader(irrShader);
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GFX->setShaderConstBuffer(irrConsts);
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GFX->setStateBlock(irrStateBlock);
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GFX->setVertexBuffer(NULL);
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GFX->setCubeTexture(0, cubemap);
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for (U32 i = 0; i < 6; i++)
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{
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renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, i);
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irrConsts->setSafe(irrFaceSC, (S32)i);
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GFX->setActiveRenderTarget(renderTarget);
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GFX->clear(GFXClearTarget, LinearColorF::BLACK, 1.0f, 0);
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GFX->drawPrimitive(GFXTriangleList, 0, 3);
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renderTarget->resolve();
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}
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GFX->popActiveRenderTarget();
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}
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void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut)
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{
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GFXTransformSaver saver;
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ShaderData *prefilterShaderData;
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GFXShaderRef prefilterShader = Sim::findObject("PrefiterCubemapShader", prefilterShaderData) ? prefilterShaderData->getShader() : NULL;
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if (!prefilterShader)
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{
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Con::errorf("IBLUtilities::GeneratePrefilterMap() - could not find PrefiterCubemapShader");
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return;
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}
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GFXShaderConstBufferRef prefilterConsts = prefilterShader->allocConstBuffer();
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GFXShaderConstHandle* prefilterEnvMapSC = prefilterShader->getShaderConstHandle("$environmentMap");
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GFXShaderConstHandle* prefilterFaceSC = prefilterShader->getShaderConstHandle("$face");
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GFXShaderConstHandle* prefilterRoughnessSC = prefilterShader->getShaderConstHandle("$roughness");
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GFXShaderConstHandle* prefilterMipSizeSC = prefilterShader->getShaderConstHandle("$mipSize");
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GFXShaderConstHandle* prefilterResolutionSC = prefilterShader->getShaderConstHandle("$resolution");
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GFX->pushActiveRenderTarget();
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GFX->setShader(prefilterShader);
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GFX->setShaderConstBuffer(prefilterConsts);
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GFX->setCubeTexture(0, cubemap);
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U32 prefilterSize = cubemapOut->getSize();
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for (U32 face = 0; face < 6; face++)
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{
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prefilterConsts->setSafe(prefilterFaceSC, (S32)face);
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prefilterConsts->setSafe(prefilterResolutionSC, renderTarget->getSize().x);
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for (U32 mip = 0; mip < mipLevels; mip++)
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{
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S32 mipSize = prefilterSize >> mip;
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F32 roughness = (float)mip / (float)(mipLevels - 1);
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prefilterConsts->setSafe(prefilterRoughnessSC, roughness);
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prefilterConsts->setSafe(prefilterMipSizeSC, mipSize);
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U32 size = prefilterSize * mPow(0.5f, mip);
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renderTarget->attachTexture(GFXTextureTarget::Color0, cubemapOut, face, mip);
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GFX->setActiveRenderTarget(renderTarget, false);//we set the viewport ourselves
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GFX->setViewport(RectI(0, 0, size, size));
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GFX->clear(GFXClearTarget, LinearColorF::BLACK, 1.0f, 0);
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GFX->drawPrimitive(GFXTriangleList, 0, 3);
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renderTarget->resolve();
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}
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}
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GFX->popActiveRenderTarget();
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}
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void GenerateBRDFTexture(GFXTexHandle &textureOut)
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{
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GFXTransformSaver saver;
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ShaderData *brdfShaderData;
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GFXShaderRef brdfShader = Sim::findObject("BRDFLookupShader", brdfShaderData) ? brdfShaderData->getShader() : NULL;
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if (!brdfShader)
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{
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Con::errorf("IBLUtilities::GenerateBRDFTexture() - could not find BRDFLookupShader");
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return;
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}
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U32 textureSize = textureOut->getWidth();
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GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget();
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GFX->pushActiveRenderTarget();
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GFX->setShader(brdfShader);
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renderTarget->attachTexture(GFXTextureTarget::Color0, textureOut);
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GFX->setActiveRenderTarget(renderTarget);//potential bug here with the viewport not updating with the new size
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GFX->setViewport(RectI(0, 0, textureSize, textureSize));//see above comment
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GFX->clear(GFXClearTarget, LinearColorF::BLUE, 1.0f, 0);
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GFX->drawPrimitive(GFXTriangleList, 0, 3);
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renderTarget->resolve();
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GFX->popActiveRenderTarget();
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}
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void bakeReflection(String outputPath, S32 resolution)
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{
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//GFXDEBUGEVENT_SCOPE(ReflectionProbe_Bake, ColorI::WHITE);
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/*PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
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PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
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if (preCapture)
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preCapture->enable();
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if (deferredShading)
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deferredShading->disable();
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//if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
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{
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if (!mCubemap)
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{
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mCubemap = new CubemapData();
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mCubemap->registerObject();
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}
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}
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if (mReflectionModeType == DynamicCubemap && mDynamicCubemap.isNull())
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{
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//mCubemap->createMap();
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mDynamicCubemap = GFX->createCubemap();
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mDynamicCubemap->initDynamic(resolution, GFXFormatR8G8B8);
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}
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else if (mReflectionModeType != DynamicCubemap)
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{
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if (mReflectionPath.isEmpty() || !mPersistentId)
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{
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if (!mPersistentId)
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mPersistentId = getOrCreatePersistentId();
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mReflectionPath = outputPath.c_str();
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mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
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}
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}
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bool validCubemap = true;
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// Save the current transforms so we can restore
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// it for child control rendering below.
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GFXTransformSaver saver;
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//bool saveEditingMission = gEditingMission;
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//gEditingMission = false;
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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 = ReflectionProbe::smRenderReflectionProbes;
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ReflectionProbe::smRenderReflectionProbes = false;
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for (U32 i = 0; i < 6; ++i)
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{
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GFXTexHandle blendTex;
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blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
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GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
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GFX->clearTextureStateImmediate(0);
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if (mReflectionModeType == DynamicCubemap)
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mBaseTarget->attachTexture(GFXTextureTarget::Color0, mDynamicCubemap, i);
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else
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mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
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// Standard view that will be overridden below.
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VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
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switch (i)
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{
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case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
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vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
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vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
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vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, -1.0f);
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break;
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case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
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vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, 1.0f);
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break;
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case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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}
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// create camera matrix
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VectorF cross = mCross(vUpVec, vLookatPt);
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cross.normalizeSafe();
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MatrixF matView(true);
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matView.setColumn(0, cross);
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matView.setColumn(1, vLookatPt);
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matView.setColumn(2, vUpVec);
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matView.setPosition(getPosition());
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matView.inverse();
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// set projection to 90 degrees vertical and horizontal
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F32 left, right, top, bottom;
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F32 nearPlane = 0.01f;
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F32 farDist = 1000.f;
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MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
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Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
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renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, gCanvasClearColor);
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mBaseTarget->resolve();
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mCubemap->setCubeFaceTexture(i, blendTex);
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}
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if (mReflectionModeType != DynamicCubemap && validCubemap)
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{
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if (mCubemap->mCubemap)
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mCubemap->updateFaces();
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else
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mCubemap->createMap();
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char fileName[256];
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dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
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CubemapSaver::save(mCubemap->mCubemap, fileName);
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if (!Platform::isFile(fileName))
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{
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validCubemap = false; //if we didn't save right, just
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Con::errorf("Failed to properly save out the skylight baked cubemap!");
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}
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mDirty = false;
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}
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//calculateSHTerms();
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ReflectionProbe::smRenderReflectionProbes = probeRenderState;
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setMaskBits(-1);
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if (preCapture)
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preCapture->disable();
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if (deferredShading)
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deferredShading->enable();*/
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}
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LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5])
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{
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float x = normal.x;
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float y = normal.y;
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float z = normal.z;
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LinearColorF l00 = SHTerms[0];
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LinearColorF l10 = SHTerms[1];
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LinearColorF l11 = SHTerms[2];
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LinearColorF l12 = SHTerms[3];
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LinearColorF l20 = SHTerms[4];
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LinearColorF l21 = SHTerms[5];
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LinearColorF l22 = SHTerms[6];
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LinearColorF l23 = SHTerms[7];
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LinearColorF l24 = SHTerms[8];
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LinearColorF result = (
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l00 * SHConstants[0] +
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l12 * SHConstants[1] * x +
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l10 * SHConstants[1] * y +
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l11 * SHConstants[1] * z +
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l20 * SHConstants[2] * x*y +
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l21 * SHConstants[2] * y*z +
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l22 * SHConstants[3] * (3.0*z*z - 1.0) +
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l23 * SHConstants[2] * x*z +
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l24 * SHConstants[4] * (x*x - y * y)
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);
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return LinearColorF(mMax(result.red, 0), mMax(result.green, 0), mMax(result.blue, 0));
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}
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MatrixF getSideMatrix(U32 side)
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{
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// Standard view that will be overridden below.
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VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
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switch (side)
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{
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case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
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vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
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vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
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vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, -1.0f);
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break;
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case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
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vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
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vUpVec = VectorF(0.0f, 0.0f, 1.0f);
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break;
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case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
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vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
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vUpVec = VectorF(0.0f, 1.0f, 0.0f);
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break;
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}
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// create camera matrix
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VectorF cross = mCross(vUpVec, vLookatPt);
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cross.normalizeSafe();
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MatrixF rotMat(true);
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rotMat.setColumn(0, cross);
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rotMat.setColumn(1, vLookatPt);
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rotMat.setColumn(2, vUpVec);
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//rotMat.inverse();
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return rotMat;
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}
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F32 harmonics(U32 termId, Point3F normal)
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{
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F32 x = normal.x;
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F32 y = normal.y;
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F32 z = normal.z;
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switch (termId)
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{
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case 0:
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return 1.0;
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case 1:
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return y;
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case 2:
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return z;
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case 3:
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return x;
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case 4:
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return x * y;
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case 5:
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return y * z;
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case 6:
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return 3.0*z*z - 1.0;
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case 7:
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return x * z;
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default:
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return x * x - y * y;
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}
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}
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LinearColorF sampleSide(GBitmap* cubeFaceBitmaps[6], const U32& cubemapResolution, const U32& termindex, const U32& sideIndex)
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{
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MatrixF sideRot = getSideMatrix(sideIndex);
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LinearColorF result = LinearColorF::ZERO;
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F32 divider = 0;
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for (int y = 0; y<cubemapResolution; y++)
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{
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for (int x = 0; x<cubemapResolution; x++)
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{
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Point2F sidecoord = ((Point2F(x, y) + Point2F(0.5, 0.5)) / Point2F(cubemapResolution, cubemapResolution))*2.0 - Point2F(1.0, 1.0);
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Point3F normal = Point3F(sidecoord.x, sidecoord.y, -1.0);
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normal.normalize();
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F32 minBrightness = Con::getFloatVariable("$pref::GI::Cubemap_Sample_MinBrightness", 0.001f);
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LinearColorF texel = cubeFaceBitmaps[sideIndex]->sampleTexel(y, x);
|
||||
texel = LinearColorF(mMax(texel.red, minBrightness), mMax(texel.green, minBrightness), mMax(texel.blue, minBrightness)) * Con::getFloatVariable("$pref::GI::Cubemap_Gain", 1.5);
|
||||
|
||||
Point3F dir;
|
||||
sideRot.mulP(normal, &dir);
|
||||
|
||||
result += texel * harmonics(termindex, dir) * -normal.z;
|
||||
divider += -normal.z;
|
||||
}
|
||||
}
|
||||
|
||||
result /= divider;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
//
|
||||
//SH Calculations
|
||||
// From http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture
|
||||
// With shader decode logic from https://github.com/nicknikolov/cubemap-sh
|
||||
void calculateSHTerms(GFXCubemapHandle cubemap, LinearColorF SHTerms[9], F32 SHConstants[5])
|
||||
{
|
||||
if (!cubemap)
|
||||
return;
|
||||
|
||||
const VectorF cubemapFaceNormals[6] =
|
||||
{
|
||||
// D3DCUBEMAP_FACE_POSITIVE_X:
|
||||
VectorF(1.0f, 0.0f, 0.0f),
|
||||
// D3DCUBEMAP_FACE_NEGATIVE_X:
|
||||
VectorF(-1.0f, 0.0f, 0.0f),
|
||||
// D3DCUBEMAP_FACE_POSITIVE_Y:
|
||||
VectorF(0.0f, 1.0f, 0.0f),
|
||||
// D3DCUBEMAP_FACE_NEGATIVE_Y:
|
||||
VectorF(0.0f, -1.0f, 0.0f),
|
||||
// D3DCUBEMAP_FACE_POSITIVE_Z:
|
||||
VectorF(0.0f, 0.0f, 1.0f),
|
||||
// D3DCUBEMAP_FACE_NEGATIVE_Z:
|
||||
VectorF(0.0f, 0.0f, -1.0f),
|
||||
};
|
||||
|
||||
U32 cubemapResolution = cubemap->getSize();
|
||||
|
||||
GBitmap* cubeFaceBitmaps[6];
|
||||
|
||||
for (U32 i = 0; i < 6; i++)
|
||||
{
|
||||
cubeFaceBitmaps[i] = new GBitmap(cubemapResolution, cubemapResolution, false, GFXFormatR16G16B16A16F);
|
||||
}
|
||||
|
||||
//If we fail to parse the cubemap for whatever reason, we really can't continue
|
||||
if (!CubemapSaver::getBitmaps(cubemap, GFXFormatR8G8B8, cubeFaceBitmaps))
|
||||
return;
|
||||
|
||||
//Set up our constants
|
||||
F32 L0 = Con::getFloatVariable("$pref::GI::SH_Term_L0", 1.0f);
|
||||
F32 L1 = Con::getFloatVariable("$pref::GI::SH_Term_L1", 1.8f);
|
||||
F32 L2 = Con::getFloatVariable("$pref::GI::SH_Term_L2", 0.83f);
|
||||
F32 L2m2_L2m1_L21 = Con::getFloatVariable("$pref::GI::SH_Term_L2m2", 2.9f);
|
||||
F32 L20 = Con::getFloatVariable("$pref::GI::SH_Term_L20", 0.58f);
|
||||
F32 L22 = Con::getFloatVariable("$pref::GI::SH_Term_L22", 1.1f);
|
||||
|
||||
SHConstants[0] = L0;
|
||||
SHConstants[1] = L1;
|
||||
SHConstants[2] = L2 * L2m2_L2m1_L21;
|
||||
SHConstants[3] = L2 * L20;
|
||||
SHConstants[4] = L2 * L22;
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
{
|
||||
//Clear it, just to be sure
|
||||
SHTerms[i] = LinearColorF(0.f, 0.f, 0.f);
|
||||
|
||||
//Now, encode for each side
|
||||
SHTerms[i] = sampleSide(cubeFaceBitmaps, cubemapResolution, i, 0); //POS_X
|
||||
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 1); //NEG_X
|
||||
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 2); //POS_Y
|
||||
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 3); //NEG_Y
|
||||
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 4); //POS_Z
|
||||
SHTerms[i] += sampleSide(cubeFaceBitmaps, cubemapResolution, i, 5); //NEG_Z
|
||||
|
||||
//Average
|
||||
SHTerms[i] /= 6;
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < 6; i++)
|
||||
SAFE_DELETE(cubeFaceBitmaps[i]);
|
||||
|
||||
/*bool mExportSHTerms = false;
|
||||
if (mExportSHTerms)
|
||||
{
|
||||
for (U32 f = 0; f < 6; f++)
|
||||
{
|
||||
char fileName[256];
|
||||
dSprintf(fileName, 256, "%s%s_DecodedFaces_%d.png", mReflectionPath.c_str(),
|
||||
mProbeUniqueID.c_str(), f);
|
||||
|
||||
LinearColorF color = decodeSH(cubemapFaceNormals[f]);
|
||||
|
||||
FileStream stream;
|
||||
if (stream.open(fileName, Torque::FS::File::Write))
|
||||
{
|
||||
GBitmap bitmap(mCubemapResolution, mCubemapResolution, false, GFXFormatR8G8B8);
|
||||
|
||||
bitmap.fill(color.toColorI());
|
||||
|
||||
bitmap.writeBitmap("png", stream);
|
||||
}
|
||||
}
|
||||
|
||||
for (U32 f = 0; f < 9; f++)
|
||||
{
|
||||
char fileName[256];
|
||||
dSprintf(fileName, 256, "%s%s_SHTerms_%d.png", mReflectionPath.c_str(),
|
||||
mProbeUniqueID.c_str(), f);
|
||||
|
||||
LinearColorF color = mProbeInfo->SHTerms[f];
|
||||
|
||||
FileStream stream;
|
||||
if (stream.open(fileName, Torque::FS::File::Write))
|
||||
{
|
||||
GBitmap bitmap(mCubemapResolution, mCubemapResolution, false, GFXFormatR8G8B8);
|
||||
|
||||
bitmap.fill(color.toColorI());
|
||||
|
||||
bitmap.writeBitmap("png", stream);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
F32 areaElement(F32 x, F32 y)
|
||||
{
|
||||
return mAtan2(x * y, (F32)mSqrt(x * x + y * y + 1.0));
|
||||
}
|
||||
|
||||
F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height)
|
||||
{
|
||||
// transform from [0..res - 1] to [- (1 - 1 / res) .. (1 - 1 / res)]
|
||||
// ( 0.5 is for texel center addressing)
|
||||
const F32 U = (2.0 * (aU + 0.5) / width) - 1.0;
|
||||
const F32 V = (2.0 * (aV + 0.5) / height) - 1.0;
|
||||
|
||||
// shift from a demi texel, mean 1.0 / size with U and V in [-1..1]
|
||||
const F32 invResolutionW = 1.0 / width;
|
||||
const F32 invResolutionH = 1.0 / height;
|
||||
|
||||
// U and V are the -1..1 texture coordinate on the current face.
|
||||
// get projected area for this texel
|
||||
const F32 x0 = U - invResolutionW;
|
||||
const F32 y0 = V - invResolutionH;
|
||||
const F32 x1 = U + invResolutionW;
|
||||
const F32 y1 = V + invResolutionH;
|
||||
const F32 angle = areaElement(x0, y0) - areaElement(x0, y1) - areaElement(x1, y0) + areaElement(x1, y1);
|
||||
|
||||
return angle;
|
||||
}
|
||||
};
|
||||
30
Engine/source/T3D/lighting/IBLUtilities.h
Normal file
30
Engine/source/T3D/lighting/IBLUtilities.h
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
#pragma once
|
||||
|
||||
namespace IBLUtilities
|
||||
{
|
||||
void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut);
|
||||
|
||||
void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut);
|
||||
|
||||
void GenerateBRDFTexture(GFXTexHandle &textureOut);
|
||||
|
||||
void bakeReflection(String outputPath, S32 resolution);
|
||||
|
||||
LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5]);
|
||||
|
||||
MatrixF getSideMatrix(U32 side);
|
||||
|
||||
F32 harmonics(U32 termId, Point3F normal);
|
||||
|
||||
LinearColorF sampleSide(GBitmap* cubeFaceBitmaps[6], const U32& cubemapResolution, const U32& termindex, const U32& sideIndex);
|
||||
|
||||
//
|
||||
//SH Calculations
|
||||
// From http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture
|
||||
// With shader decode logic from https://github.com/nicknikolov/cubemap-sh
|
||||
void calculateSHTerms(GFXCubemapHandle cubemap, LinearColorF SHTerms[9], F32 SHConstants[5]);
|
||||
|
||||
F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
|
||||
|
||||
F32 areaElement(F32 x, F32 y);
|
||||
};
|
||||
1285
Engine/source/T3D/lighting/reflectionProbe.cpp
Normal file
1285
Engine/source/T3D/lighting/reflectionProbe.cpp
Normal file
File diff suppressed because it is too large
Load diff
278
Engine/source/T3D/lighting/reflectionProbe.h
Normal file
278
Engine/source/T3D/lighting/reflectionProbe.h
Normal file
|
|
@ -0,0 +1,278 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef REFLECTIONPROBE_H
|
||||
#define REFLECTIONPROBE_H
|
||||
|
||||
#ifndef _SCENEOBJECT_H_
|
||||
#include "scene/sceneObject.h"
|
||||
#endif
|
||||
#ifndef _GFXVERTEXBUFFER_H_
|
||||
#include "gfx/gfxVertexBuffer.h"
|
||||
#endif
|
||||
#ifndef _GFXPRIMITIVEBUFFER_H_
|
||||
#include "gfx/gfxPrimitiveBuffer.h"
|
||||
#endif
|
||||
#ifndef _TSSHAPEINSTANCE_H_
|
||||
#include "ts/tsShapeInstance.h"
|
||||
#endif
|
||||
#include "lighting/lightInfo.h"
|
||||
|
||||
#ifndef _RENDERPASSMANAGER_H_
|
||||
#include "renderInstance/renderPassManager.h"
|
||||
#endif
|
||||
|
||||
#ifndef PROBEMANAGER_H
|
||||
#include "lighting/probeManager.h"
|
||||
#endif
|
||||
|
||||
class BaseMatInstance;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// This class implements a basic SceneObject that can exist in the world at a
|
||||
// 3D position and render itself. There are several valid ways to render an
|
||||
// object in Torque. This class implements the preferred rendering method which
|
||||
// is to submit a MeshRenderInst along with a Material, vertex buffer,
|
||||
// primitive buffer, and transform and allow the RenderMeshMgr handle the
|
||||
// actual setup and rendering for you.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class ReflectionProbe : public SceneObject
|
||||
{
|
||||
typedef SceneObject Parent;
|
||||
|
||||
public:
|
||||
|
||||
enum IndrectLightingModeType
|
||||
{
|
||||
NoIndirect = 0,
|
||||
AmbientColor = 1,
|
||||
SphericalHarmonics = 2
|
||||
};
|
||||
|
||||
enum ReflectionModeType
|
||||
{
|
||||
NoReflection = 0,
|
||||
StaticCubemap = 1,
|
||||
BakedCubemap = 2,
|
||||
DynamicCubemap = 5,
|
||||
};
|
||||
|
||||
private:
|
||||
|
||||
// Networking masks
|
||||
// We need to implement a mask specifically to handle
|
||||
// updating our transform from the server object to its
|
||||
// client-side "ghost". We also need to implement a
|
||||
// maks for handling editor updates to our properties
|
||||
// (like material).
|
||||
enum MaskBits
|
||||
{
|
||||
TransformMask = Parent::NextFreeMask << 0,
|
||||
UpdateMask = Parent::NextFreeMask << 1,
|
||||
EnabledMask = Parent::NextFreeMask << 2,
|
||||
CubemapMask = Parent::NextFreeMask << 3,
|
||||
ModeMask = Parent::NextFreeMask << 4,
|
||||
RadiusMask = Parent::NextFreeMask << 5,
|
||||
ShapeTypeMask = Parent::NextFreeMask << 6,
|
||||
BakeInfoMask = Parent::NextFreeMask << 7,
|
||||
NextFreeMask = Parent::NextFreeMask << 8
|
||||
};
|
||||
|
||||
bool mBake;
|
||||
bool mEnabled;
|
||||
bool mDirty;
|
||||
|
||||
Resource<TSShape> mEditorShape;
|
||||
TSShapeInstance* mEditorShapeInst;
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Rendering variables
|
||||
//--------------------------------------------------------------------------
|
||||
ProbeInfo::ProbeShapeType mProbeShapeType;
|
||||
|
||||
ProbeInfo* mProbeInfo;
|
||||
|
||||
//Indirect Lighting Contribution stuff
|
||||
IndrectLightingModeType mIndrectLightingModeType;
|
||||
LinearColorF mAmbientColor;
|
||||
LinearColorF mSphericalHarmonics;
|
||||
|
||||
//Reflection Contribution stuff
|
||||
ReflectionModeType mReflectionModeType;
|
||||
|
||||
F32 mRadius;
|
||||
|
||||
String mCubemapName;
|
||||
CubemapData *mCubemap;
|
||||
GFXCubemapHandle mDynamicCubemap;
|
||||
bool mUseCubemap;
|
||||
|
||||
//irridiance resources
|
||||
GFXCubemapHandle mIrridianceMap;
|
||||
|
||||
//prefilter resources
|
||||
GFXCubemapHandle mPrefilterMap;
|
||||
U32 mPrefilterMipLevels;
|
||||
U32 mPrefilterSize;
|
||||
|
||||
//brdflookup resources - shares the texture target with the prefilter
|
||||
GFXTexHandle mBrdfTexture;
|
||||
|
||||
String mReflectionPath;
|
||||
String mProbeUniqueID;
|
||||
|
||||
// Define our vertex format here so we don't have to
|
||||
// change it in multiple spots later
|
||||
typedef GFXVertexPNTTB VertexType;
|
||||
|
||||
// The GFX vertex and primitive buffers
|
||||
GFXVertexBufferHandle< VertexType > mVertexBuffer;
|
||||
GFXPrimitiveBufferHandle mPrimitiveBuffer;
|
||||
|
||||
U32 mSphereVertCount;
|
||||
U32 mSpherePrimitiveCount;
|
||||
|
||||
//Debug rendering
|
||||
static bool smRenderReflectionProbes;
|
||||
static bool smRenderPreviewProbes;
|
||||
|
||||
U32 mDynamicLastBakeMS;
|
||||
U32 mRefreshRateMS;
|
||||
|
||||
GBitmap* mCubeFaceBitmaps[6];
|
||||
U32 mCubemapResolution;
|
||||
|
||||
F32 mMaxDrawDistance;
|
||||
|
||||
bool mResourcesCreated;
|
||||
|
||||
public:
|
||||
ReflectionProbe();
|
||||
virtual ~ReflectionProbe();
|
||||
|
||||
// Declare this object as a ConsoleObject so that we can
|
||||
// instantiate it into the world and network it
|
||||
DECLARE_CONOBJECT(ReflectionProbe);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Object Editing
|
||||
// Since there is always a server and a client object in Torque and we
|
||||
// actually edit the server object we need to implement some basic
|
||||
// networking functions
|
||||
//--------------------------------------------------------------------------
|
||||
// Set up any fields that we want to be editable (like position)
|
||||
static void initPersistFields();
|
||||
|
||||
// Allows the object to update its editable settings
|
||||
// from the server object to the client
|
||||
virtual void inspectPostApply();
|
||||
|
||||
static bool _setEnabled(void *object, const char *index, const char *data);
|
||||
static bool _doBake(void *object, const char *index, const char *data);
|
||||
|
||||
static bool protectedSetSHTerms(void *object, const char *index, const char *data);
|
||||
static bool protectedSetSHConsts(void *object, const char *index, const char *data);
|
||||
|
||||
// Handle when we are added to the scene and removed from the scene
|
||||
bool onAdd();
|
||||
void onRemove();
|
||||
|
||||
virtual void writeFields(Stream &stream, U32 tabStop);
|
||||
virtual bool writeField(StringTableEntry fieldname, const char *value);
|
||||
|
||||
// Override this so that we can dirty the network flag when it is called
|
||||
void setTransform(const MatrixF &mat);
|
||||
|
||||
// This function handles sending the relevant data from the server
|
||||
// object to the client object
|
||||
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
|
||||
// This function handles receiving relevant data from the server
|
||||
// object and applying it to the client object
|
||||
void unpackUpdate(NetConnection *conn, BitStream *stream);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Object Rendering
|
||||
// Torque utilizes a "batch" rendering system. This means that it builds a
|
||||
// list of objects that need to render (via RenderInst's) and then renders
|
||||
// them all in one batch. This allows it to optimized on things like
|
||||
// minimizing texture, state, and shader switching by grouping objects that
|
||||
// use the same Materials.
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
// Create the geometry for rendering
|
||||
void createGeometry();
|
||||
|
||||
// Get the Material instance
|
||||
void updateMaterial();
|
||||
|
||||
void updateProbeParams();
|
||||
|
||||
bool createClientResources();
|
||||
void generateTextures();
|
||||
|
||||
// This is the function that allows this object to submit itself for rendering
|
||||
void prepRenderImage(SceneRenderState *state);
|
||||
|
||||
void _onRenderViz(ObjectRenderInst *ri,
|
||||
SceneRenderState *state,
|
||||
BaseMatInstance *overrideMat);
|
||||
|
||||
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
|
||||
|
||||
//Spherical Harmonics
|
||||
void calculateSHTerms();
|
||||
F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
|
||||
F32 areaElement(F32 x, F32 y);
|
||||
|
||||
//
|
||||
MatrixF getSideMatrix(U32 side);
|
||||
LinearColorF decodeSH(Point3F normal);
|
||||
|
||||
//
|
||||
void calcDirectionVector(U32 face, U32 face_x, U32 face_y, F32& out_x, F32& out_y, F32& out_z) const;
|
||||
F32 calcSolidAngle(U32 face, U32 x, U32 y) const;
|
||||
LinearColorF sampleFace(U32 face, F32 s, F32 t);
|
||||
LinearColorF readTexelClamped(U32 face, U32 x, U32 y);
|
||||
void computeTexCoords(F32 x, F32 y, F32 z, U32& out_face, F32& out_s, F32& out_t);
|
||||
LinearColorF readTexel(U32 face, U32 x, U32 y) const;
|
||||
|
||||
//
|
||||
LinearColorF sampleSide(U32 termindex, U32 sideIndex);
|
||||
F32 harmonics(U32 termId, Point3F normal);
|
||||
|
||||
|
||||
//Baking
|
||||
void bake(String outputPath, S32 resolution);
|
||||
};
|
||||
|
||||
typedef ProbeInfo::ProbeShapeType ReflectProbeType;
|
||||
DefineEnumType(ReflectProbeType);
|
||||
|
||||
typedef ReflectionProbe::IndrectLightingModeType IndrectLightingModeEnum;
|
||||
DefineEnumType(IndrectLightingModeEnum);
|
||||
|
||||
typedef ReflectionProbe::ReflectionModeType ReflectionModeEnum;
|
||||
DefineEnumType(ReflectionModeEnum);
|
||||
|
||||
#endif // _ReflectionProbe_H_
|
||||
899
Engine/source/T3D/lighting/skylight.cpp
Normal file
899
Engine/source/T3D/lighting/skylight.cpp
Normal file
|
|
@ -0,0 +1,899 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "T3D/lighting/Skylight.h"
|
||||
#include "math/mathIO.h"
|
||||
#include "scene/sceneRenderState.h"
|
||||
#include "console/consoleTypes.h"
|
||||
#include "core/stream/bitStream.h"
|
||||
#include "materials/baseMatInstance.h"
|
||||
#include "console/engineAPI.h"
|
||||
#include "gfx/gfxDrawUtil.h"
|
||||
#include "gfx/gfxDebugEvent.h"
|
||||
#include "gfx/gfxTransformSaver.h"
|
||||
#include "math/mathUtils.h"
|
||||
#include "gfx/bitmap/gBitmap.h"
|
||||
#include "core/stream/fileStream.h"
|
||||
#include "core/fileObject.h"
|
||||
#include "core/resourceManager.h"
|
||||
#include "console/simPersistId.h"
|
||||
#include <string>
|
||||
#include "T3D/gameFunctions.h"
|
||||
#include "postFx/postEffect.h"
|
||||
#include "renderInstance/renderProbeMgr.h"
|
||||
#include "lighting/probeManager.h"
|
||||
|
||||
#include "math/util/sphereMesh.h"
|
||||
#include "materials/materialManager.h"
|
||||
#include "math/util/matrixSet.h"
|
||||
#include "gfx/bitmap/cubemapSaver.h"
|
||||
|
||||
#include "materials/materialFeatureTypes.h"
|
||||
|
||||
#include "materials/shaderData.h"
|
||||
#include "gfx/gfxTextureManager.h"
|
||||
|
||||
#include "gfx/bitmap/imageUtils.h"
|
||||
|
||||
#include "T3D/lighting/IBLUtilities.h"
|
||||
|
||||
extern bool gEditingMission;
|
||||
extern ColorI gCanvasClearColor;
|
||||
bool Skylight::smRenderSkylights = true;
|
||||
bool Skylight::smRenderPreviewProbes = true;
|
||||
|
||||
IMPLEMENT_CO_NETOBJECT_V1(Skylight);
|
||||
|
||||
ConsoleDocClass(Skylight,
|
||||
"@brief An example scene object which renders a mesh.\n\n"
|
||||
"This class implements a basic SceneObject that can exist in the world at a "
|
||||
"3D position and render itself. There are several valid ways to render an "
|
||||
"object in Torque. This class implements the preferred rendering method which "
|
||||
"is to submit a MeshRenderInst along with a Material, vertex buffer, "
|
||||
"primitive buffer, and transform and allow the RenderMeshMgr handle the "
|
||||
"actual setup and rendering for you.\n\n"
|
||||
"See the C++ code for implementation details.\n\n"
|
||||
"@ingroup Examples\n");
|
||||
|
||||
ImplementEnumType(SkylightReflectionModeEnum,
|
||||
"Type of mesh data available in a shape.\n"
|
||||
"@ingroup gameObjects")
|
||||
{ Skylight::StaticCubemap, "Static Cubemap", "Uses a static CubemapData" },
|
||||
{ Skylight::BakedCubemap, "Baked Cubemap", "Uses a cubemap baked from the probe's current position" },
|
||||
EndImplementEnumType;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Object setup and teardown
|
||||
//-----------------------------------------------------------------------------
|
||||
Skylight::Skylight()
|
||||
{
|
||||
// Flag this object so that it will always
|
||||
// be sent across the network to clients
|
||||
mNetFlags.set(Ghostable | ScopeAlways);
|
||||
|
||||
mTypeMask = LightObjectType | MarkerObjectType;
|
||||
|
||||
mReflectionModeType = StaticCubemap;
|
||||
|
||||
mEnabled = true;
|
||||
mBake = false;
|
||||
mDirty = false;
|
||||
|
||||
mCubemap = NULL;
|
||||
mReflectionPath = "";
|
||||
mProbeUniqueID = "";
|
||||
|
||||
mEditorShapeInst = NULL;
|
||||
mEditorShape = NULL;
|
||||
|
||||
mIrridianceMap = NULL;
|
||||
mPrefilterMap = NULL;
|
||||
mBrdfTexture = NULL;
|
||||
mResourcesCreated = false;
|
||||
mPrefilterSize = 512;
|
||||
mPrefilterMipLevels = 6;
|
||||
|
||||
mProbeInfo = new ProbeInfo();
|
||||
}
|
||||
|
||||
Skylight::~Skylight()
|
||||
{
|
||||
if (mEditorShapeInst)
|
||||
SAFE_DELETE(mEditorShapeInst);
|
||||
|
||||
if (mReflectionModeType != StaticCubemap && mCubemap)
|
||||
mCubemap->deleteObject();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Object Editing
|
||||
//-----------------------------------------------------------------------------
|
||||
void Skylight::initPersistFields()
|
||||
{
|
||||
addGroup("Rendering");
|
||||
addProtectedField("enabled", TypeBool, Offset(mEnabled, Skylight),
|
||||
&_setEnabled, &defaultProtectedGetFn, "Regenerate Voxel Grid");
|
||||
endGroup("Rendering");
|
||||
|
||||
addGroup("Reflection");
|
||||
//addField("ReflectionMode", TypeSkylightReflectionModeEnum, Offset(mReflectionModeType, Skylight),
|
||||
// "The type of mesh data to use for collision queries.");
|
||||
|
||||
//addField("reflectionPath", TypeImageFilename, Offset(mReflectionPath, Skylight),
|
||||
// "The type of mesh data to use for collision queries.");
|
||||
|
||||
addField("StaticCubemap", TypeCubemapName, Offset(mCubemapName, Skylight), "Cubemap used instead of reflection texture if fullReflect is off.");
|
||||
|
||||
//addProtectedField("Bake", TypeBool, Offset(mBake, Skylight),
|
||||
// &_doBake, &defaultProtectedGetFn, "Regenerate Voxel Grid", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
|
||||
endGroup("Reflection");
|
||||
|
||||
Con::addVariable("$Light::renderSkylights", TypeBool, &Skylight::smRenderSkylights,
|
||||
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
|
||||
"@note Only works for shadow mapped lights.\n\n"
|
||||
"@ingroup Lighting");
|
||||
|
||||
Con::addVariable("$Light::renderPreviewProbes", TypeBool, &Skylight::smRenderPreviewProbes,
|
||||
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
|
||||
"@note Only works for shadow mapped lights.\n\n"
|
||||
"@ingroup Lighting");
|
||||
|
||||
// SceneObject already handles exposing the transform
|
||||
Parent::initPersistFields();
|
||||
}
|
||||
|
||||
void Skylight::inspectPostApply()
|
||||
{
|
||||
Parent::inspectPostApply();
|
||||
|
||||
mDirty = true;
|
||||
|
||||
// Flag the network mask to send the updates
|
||||
// to the client object
|
||||
setMaskBits(-1);
|
||||
}
|
||||
|
||||
bool Skylight::_setEnabled(void *object, const char *index, const char *data)
|
||||
{
|
||||
Skylight* probe = reinterpret_cast< Skylight* >(object);
|
||||
|
||||
probe->mEnabled = dAtob(data);
|
||||
probe->setMaskBits(-1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Skylight::_doBake(void *object, const char *index, const char *data)
|
||||
{
|
||||
Skylight* probe = reinterpret_cast< Skylight* >(object);
|
||||
|
||||
if (probe->mDirty)
|
||||
probe->bake(probe->mReflectionPath, 256);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Skylight::onAdd()
|
||||
{
|
||||
if (!Parent::onAdd())
|
||||
return false;
|
||||
|
||||
mObjBox.minExtents.set(-1, -1, -1);
|
||||
mObjBox.maxExtents.set(1, 1, 1);
|
||||
|
||||
// Skip our transform... it just dirties mask bits.
|
||||
Parent::setTransform(mObjToWorld);
|
||||
|
||||
resetWorldBox();
|
||||
|
||||
// Add this object to the scene
|
||||
addToScene();
|
||||
|
||||
if (isServerObject())
|
||||
{
|
||||
if (!mPersistentId)
|
||||
mPersistentId = getOrCreatePersistentId();
|
||||
|
||||
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
|
||||
}
|
||||
|
||||
// Refresh this object's material (if any)
|
||||
if (isClientObject())
|
||||
updateMaterial();
|
||||
|
||||
setMaskBits(-1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Skylight::onRemove()
|
||||
{
|
||||
// Remove this object from the scene
|
||||
removeFromScene();
|
||||
|
||||
Parent::onRemove();
|
||||
}
|
||||
|
||||
void Skylight::setTransform(const MatrixF & mat)
|
||||
{
|
||||
// Let SceneObject handle all of the matrix manipulation
|
||||
Parent::setTransform(mat);
|
||||
|
||||
mDirty = true;
|
||||
|
||||
// Dirty our network mask so that the new transform gets
|
||||
// transmitted to the client object
|
||||
setMaskBits(TransformMask);
|
||||
}
|
||||
|
||||
U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
|
||||
{
|
||||
// Allow the Parent to get a crack at writing its info
|
||||
U32 retMask = Parent::packUpdate(conn, mask, stream);
|
||||
|
||||
if (stream->writeFlag(mask & InitialUpdateMask))
|
||||
{
|
||||
//initial work, just in case?
|
||||
}
|
||||
|
||||
// Write our transform information
|
||||
if (stream->writeFlag(mask & TransformMask))
|
||||
{
|
||||
mathWrite(*stream, getTransform());
|
||||
mathWrite(*stream, getScale());
|
||||
}
|
||||
|
||||
/*if (stream->writeFlag(mask & BakeInfoMask))
|
||||
{
|
||||
stream->write(mReflectionPath);
|
||||
stream->write(mProbeUniqueID);
|
||||
}*/
|
||||
|
||||
if (stream->writeFlag(mask & EnabledMask))
|
||||
{
|
||||
stream->writeFlag(mEnabled);
|
||||
}
|
||||
|
||||
/*if (stream->writeFlag(mask & ModeMask))
|
||||
{
|
||||
stream->write((U32)mReflectionModeType);
|
||||
}*/
|
||||
|
||||
if (stream->writeFlag(mask & CubemapMask))
|
||||
{
|
||||
stream->write(mCubemapName);
|
||||
}
|
||||
|
||||
return retMask;
|
||||
}
|
||||
|
||||
void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
|
||||
{
|
||||
// Let the Parent read any info it sent
|
||||
Parent::unpackUpdate(conn, stream);
|
||||
|
||||
if (stream->readFlag())
|
||||
{
|
||||
//some initial work?
|
||||
createGeometry();
|
||||
}
|
||||
|
||||
if (stream->readFlag()) // TransformMask
|
||||
{
|
||||
mathRead(*stream, &mObjToWorld);
|
||||
mathRead(*stream, &mObjScale);
|
||||
|
||||
setTransform(mObjToWorld);
|
||||
}
|
||||
|
||||
/*if (stream->readFlag()) // BakeInfoMask
|
||||
{
|
||||
stream->read(&mReflectionPath);
|
||||
stream->read(&mProbeUniqueID);
|
||||
}*/
|
||||
|
||||
if (stream->readFlag()) // EnabledMask
|
||||
{
|
||||
mEnabled = stream->readFlag();
|
||||
}
|
||||
|
||||
bool isMaterialDirty = false;
|
||||
|
||||
/*if (stream->readFlag()) // ModeMask
|
||||
{
|
||||
U32 reflectModeType = StaticCubemap;
|
||||
stream->read(&reflectModeType);
|
||||
mReflectionModeType = (ReflectionModeType)reflectModeType;
|
||||
|
||||
isMaterialDirty = true;
|
||||
}*/
|
||||
|
||||
if (stream->readFlag()) // CubemapMask
|
||||
{
|
||||
stream->read(&mCubemapName);
|
||||
|
||||
isMaterialDirty = true;
|
||||
}
|
||||
|
||||
updateProbeParams();
|
||||
|
||||
if(isMaterialDirty)
|
||||
updateMaterial();
|
||||
}
|
||||
|
||||
void Skylight::createGeometry()
|
||||
{
|
||||
// Clean up our previous shape
|
||||
if (mEditorShapeInst)
|
||||
SAFE_DELETE(mEditorShapeInst);
|
||||
|
||||
mEditorShape = NULL;
|
||||
|
||||
String shapeFile = "tools/resources/ReflectProbeSphere.dae";
|
||||
|
||||
// Attempt to get the resource from the ResourceManager
|
||||
mEditorShape = ResourceManager::get().load(shapeFile);
|
||||
if (mEditorShape)
|
||||
{
|
||||
mEditorShapeInst = new TSShapeInstance(mEditorShape, isClientObject());
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Object Rendering
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void Skylight::updateProbeParams()
|
||||
{
|
||||
if (mProbeInfo == nullptr)
|
||||
return;
|
||||
|
||||
mProbeInfo->mIntensity = 1;
|
||||
|
||||
mProbeInfo->mAmbient = LinearColorF(0, 0, 0, 0);
|
||||
|
||||
mProbeInfo->mProbeShapeType = ProbeInfo::Sphere;
|
||||
|
||||
mProbeInfo->setPosition(getPosition());
|
||||
|
||||
//Update the bounds
|
||||
mObjBox.minExtents.set(-1, -1, -1);
|
||||
mObjBox.maxExtents.set(1, 1, 1);
|
||||
|
||||
// Skip our transform... it just dirties mask bits.
|
||||
Parent::setTransform(mObjToWorld);
|
||||
|
||||
resetWorldBox();
|
||||
|
||||
F32 visDist = gClientSceneGraph->getVisibleDistance();
|
||||
Box3F skylightBounds = Box3F(visDist * 2);
|
||||
|
||||
skylightBounds.setCenter(Point3F::Zero);
|
||||
|
||||
mProbeInfo->setPosition(Point3F::Zero);
|
||||
|
||||
mProbeInfo->mBounds = skylightBounds;
|
||||
|
||||
setGlobalBounds();
|
||||
|
||||
mProbeInfo->mIsSkylight = true;
|
||||
mProbeInfo->mScore = -1.0f; //sky comes first
|
||||
}
|
||||
|
||||
bool Skylight::createClientResources()
|
||||
{
|
||||
//irridiance resources
|
||||
mIrridianceMap = GFX->createCubemap();
|
||||
mIrridianceMap->initDynamic(128, GFXFormatR16G16B16A16F, 1);
|
||||
|
||||
//prefilter resources - we share the irridiance stateblock
|
||||
mPrefilterMap = GFX->createCubemap();
|
||||
mPrefilterMap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F, mPrefilterMipLevels);
|
||||
|
||||
//brdf lookup resources
|
||||
//make the brdf lookup texture the same size as the prefilter texture
|
||||
mBrdfTexture = TEXMGR->createTexture(mPrefilterSize, mPrefilterSize, GFXFormatR16G16B16A16F, &GFXRenderTargetProfile, 1, 0);
|
||||
|
||||
mResourcesCreated = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Skylight::updateMaterial()
|
||||
{
|
||||
if ((mReflectionModeType == BakedCubemap) && !mProbeUniqueID.isEmpty())
|
||||
{
|
||||
bool validCubemap = true;
|
||||
|
||||
char fileName[256];
|
||||
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
|
||||
|
||||
Vector<FileName> fileNames;
|
||||
|
||||
if (Platform::isFile(fileName))
|
||||
{
|
||||
if (!mCubemap)
|
||||
{
|
||||
mCubemap = new CubemapData();
|
||||
mCubemap->registerObject();
|
||||
}
|
||||
|
||||
mCubemap->setCubemapFile(FileName(fileName));
|
||||
}
|
||||
else
|
||||
{
|
||||
validCubemap = false;
|
||||
}
|
||||
|
||||
if (validCubemap)
|
||||
{
|
||||
if (mCubemap->mCubemap)
|
||||
mCubemap->updateFaces();
|
||||
else
|
||||
mCubemap->createMap();
|
||||
|
||||
mDirty = false;
|
||||
|
||||
mProbeInfo->mCubemap = &mCubemap->mCubemap;
|
||||
}
|
||||
|
||||
/*for (U32 i = 0; i < 6; ++i)
|
||||
{
|
||||
char faceFile[256];
|
||||
dSprintf(faceFile, sizeof(faceFile), "%s%s_%i.png", mReflectionPath.c_str(),
|
||||
mProbeUniqueID.c_str(), i);
|
||||
|
||||
if (Platform::isFile(faceFile))
|
||||
{
|
||||
fileNames.push_back(FileName(faceFile));
|
||||
}
|
||||
else
|
||||
{
|
||||
validCubemap = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (validCubemap)
|
||||
{
|
||||
if (!mCubemap)
|
||||
{
|
||||
mCubemap = new CubemapData();
|
||||
mCubemap->registerObject();
|
||||
}
|
||||
|
||||
for(U32 i=0; i < 6; i++)
|
||||
mCubemap->setCubeFaceFile(i, fileNames[i]);
|
||||
|
||||
mCubemap->createMap();
|
||||
mCubemap->updateFaces();
|
||||
|
||||
mProbeInfo->mCubemap = &mCubemap->mCubemap;
|
||||
}*/
|
||||
}
|
||||
else if (mReflectionModeType == StaticCubemap && !mCubemapName.isEmpty())
|
||||
{
|
||||
Sim::findObject(mCubemapName, mCubemap);
|
||||
|
||||
if (!mCubemap)
|
||||
return;
|
||||
|
||||
if (mCubemap->mCubemap)
|
||||
mCubemap->updateFaces();
|
||||
else
|
||||
mCubemap->createMap();
|
||||
|
||||
mProbeInfo->mCubemap = &mCubemap->mCubemap;
|
||||
}
|
||||
|
||||
//calculateSHTerms();
|
||||
|
||||
generateTextures();
|
||||
|
||||
//Now that the work is done, assign the relevent maps
|
||||
if (mPrefilterMap.isValid())
|
||||
{
|
||||
mProbeInfo->mCubemap = &mPrefilterMap;
|
||||
mProbeInfo->mIrradianceCubemap = &mIrridianceMap;
|
||||
mProbeInfo->mBRDFTexture = &mBrdfTexture;
|
||||
}
|
||||
}
|
||||
|
||||
void Skylight::generateTextures()
|
||||
{
|
||||
if (!mCubemap)
|
||||
return;
|
||||
|
||||
if (!mResourcesCreated)
|
||||
{
|
||||
if (!createClientResources())
|
||||
{
|
||||
Con::errorf("SkyLight::createIrridianceMap: Failed to create resources");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//GFXTransformSaver saver;
|
||||
|
||||
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
|
||||
|
||||
IBLUtilities::GenerateIrradianceMap(renderTarget, mCubemap->mCubemap, mIrridianceMap);
|
||||
|
||||
//Write it out
|
||||
char fileName[256];
|
||||
dSprintf(fileName, 256, "levels/test/irradiance.DDS");
|
||||
|
||||
CubemapSaver::save(mIrridianceMap, fileName);
|
||||
|
||||
if (!Platform::isFile(fileName))
|
||||
{
|
||||
Con::errorf("Failed to properly save out the skylight baked irradiance!");
|
||||
}
|
||||
|
||||
//create prefilter cubemap (radiance)
|
||||
IBLUtilities::GeneratePrefilterMap(renderTarget, mCubemap->mCubemap, mPrefilterMipLevels, mPrefilterMap);
|
||||
|
||||
//Write it out
|
||||
fileName[256];
|
||||
dSprintf(fileName, 256, "levels/test/prefilter.DDS");
|
||||
|
||||
CubemapSaver::save(mPrefilterMap, fileName);
|
||||
|
||||
if (!Platform::isFile(fileName))
|
||||
{
|
||||
Con::errorf("Failed to properly save out the skylight baked irradiance!");
|
||||
}
|
||||
|
||||
//create brdf lookup
|
||||
IBLUtilities::GenerateBRDFTexture(mBrdfTexture);
|
||||
|
||||
/*FileStream fs;
|
||||
if (fs.open("levels/test/brdf.DDS", Torque::FS::File::Write))
|
||||
{
|
||||
// Read back the render target, dxt compress it, and write it to disk.
|
||||
GBitmap brdfBmp(mBrdfTexture.getHeight(), mBrdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
|
||||
mBrdfTexture.copyToBmp(&brdfBmp);
|
||||
|
||||
brdfBmp.extrudeMipLevels();
|
||||
|
||||
DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
|
||||
ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
|
||||
|
||||
// Write result to file stream
|
||||
brdfDDS->write(fs);
|
||||
|
||||
delete brdfDDS;
|
||||
}
|
||||
fs.close();*/
|
||||
}
|
||||
|
||||
void Skylight::prepRenderImage(SceneRenderState *state)
|
||||
{
|
||||
if (!mEnabled || !Skylight::smRenderSkylights)
|
||||
return;
|
||||
|
||||
Point3F distVec = getPosition() - state->getCameraPosition();
|
||||
F32 dist = distVec.len();
|
||||
|
||||
//special hook-in for skylights
|
||||
Point3F camPos = state->getCameraPosition();
|
||||
mProbeInfo->mBounds.setCenter(camPos);
|
||||
|
||||
mProbeInfo->setPosition(camPos);
|
||||
|
||||
//Submit our probe to actually do the probe action
|
||||
// Get a handy pointer to our RenderPassmanager
|
||||
//RenderPassManager *renderPass = state->getRenderPass();
|
||||
|
||||
PROBEMGR->registerSkylight(mProbeInfo, this);
|
||||
|
||||
if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mCubemap != nullptr)
|
||||
{
|
||||
GFXTransformSaver saver;
|
||||
|
||||
// Calculate the distance of this object from the camera
|
||||
Point3F cameraOffset;
|
||||
getRenderTransform().getColumn(3, &cameraOffset);
|
||||
cameraOffset -= state->getDiffuseCameraPosition();
|
||||
F32 dist = cameraOffset.len();
|
||||
if (dist < 0.01f)
|
||||
dist = 0.01f;
|
||||
|
||||
// Set up the LOD for the shape
|
||||
F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
|
||||
|
||||
mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
|
||||
|
||||
// Make sure we have a valid level of detail
|
||||
if (mEditorShapeInst->getCurrentDetail() < 0)
|
||||
return;
|
||||
|
||||
BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
|
||||
|
||||
setPreviewMatParameters(state, probePrevMat);
|
||||
|
||||
// GFXTransformSaver is a handy helper class that restores
|
||||
// the current GFX matrices to their original values when
|
||||
// it goes out of scope at the end of the function
|
||||
|
||||
// Set up our TS render state
|
||||
TSRenderState rdata;
|
||||
rdata.setSceneState(state);
|
||||
rdata.setFadeOverride(1.0f);
|
||||
|
||||
// We might have some forward lit materials
|
||||
// so pass down a query to gather lights.
|
||||
LightQuery query;
|
||||
query.init(getWorldSphere());
|
||||
rdata.setLightQuery(&query);
|
||||
|
||||
// Set the world matrix to the objects render transform
|
||||
MatrixF mat = getRenderTransform();
|
||||
mat.scale(Point3F(1, 1, 1));
|
||||
GFX->setWorldMatrix(mat);
|
||||
|
||||
// Animate the the shape
|
||||
mEditorShapeInst->animate();
|
||||
|
||||
// Allow the shape to submit the RenderInst(s) for itself
|
||||
mEditorShapeInst->render(rdata);
|
||||
|
||||
saver.restore();
|
||||
}
|
||||
|
||||
// If the light is selected or light visualization
|
||||
// is enabled then register the callback.
|
||||
const bool isSelectedInEditor = (gEditingMission && isSelected());
|
||||
if (isSelectedInEditor)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
|
||||
{
|
||||
if (!mat->getFeatures().hasFeature(MFT_isDeferred))
|
||||
return;
|
||||
|
||||
//Set up the params
|
||||
MaterialParameters *matParams = mat->getMaterialParameters();
|
||||
|
||||
//Get the deferred render target
|
||||
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
|
||||
|
||||
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
|
||||
if (!deferredTexObject)
|
||||
return;
|
||||
|
||||
GFX->setTexture(0, deferredTexObject);
|
||||
|
||||
//Set the cubemap
|
||||
GFX->setCubeTexture(1, mCubemap->mCubemap);
|
||||
|
||||
//Set the invViewMat
|
||||
MatrixSet &matrixSet = renderState->getRenderPass()->getMatrixSet();
|
||||
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
|
||||
|
||||
MaterialParameterHandle *invViewMat = mat->getMaterialParameterHandle("$invViewMat");
|
||||
|
||||
matParams->setSafe(invViewMat, worldToCameraXfm);
|
||||
}
|
||||
|
||||
DefineEngineMethod(Skylight, postApply, void, (), ,
|
||||
"A utility method for forcing a network update.\n")
|
||||
{
|
||||
object->inspectPostApply();
|
||||
}
|
||||
|
||||
void Skylight::bake(String outputPath, S32 resolution)
|
||||
{
|
||||
GFXDEBUGEVENT_SCOPE(Skylight_Bake, ColorI::WHITE);
|
||||
|
||||
PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
|
||||
PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
|
||||
if (preCapture)
|
||||
preCapture->enable();
|
||||
if (deferredShading)
|
||||
deferredShading->disable();
|
||||
|
||||
//if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
|
||||
{
|
||||
if (!mCubemap)
|
||||
{
|
||||
mCubemap = new CubemapData();
|
||||
mCubemap->registerObject();
|
||||
}
|
||||
}
|
||||
|
||||
if (mReflectionModeType == BakedCubemap)
|
||||
{
|
||||
if (mReflectionPath.isEmpty() || !mPersistentId)
|
||||
{
|
||||
if (!mPersistentId)
|
||||
mPersistentId = getOrCreatePersistentId();
|
||||
|
||||
mReflectionPath = outputPath.c_str();
|
||||
|
||||
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
|
||||
}
|
||||
}
|
||||
|
||||
bool validCubemap = true;
|
||||
|
||||
// Save the current transforms so we can restore
|
||||
// it for child control rendering below.
|
||||
GFXTransformSaver saver;
|
||||
|
||||
//bool saveEditingMission = gEditingMission;
|
||||
//gEditingMission = false;
|
||||
|
||||
//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
|
||||
bool probeRenderState = Skylight::smRenderSkylights;
|
||||
Skylight::smRenderSkylights = false;
|
||||
for (U32 i = 0; i < 6; ++i)
|
||||
{
|
||||
GFXTexHandle blendTex;
|
||||
blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
|
||||
|
||||
GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
|
||||
|
||||
GFX->clearTextureStateImmediate(0);
|
||||
mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
|
||||
|
||||
// Standard view that will be overridden below.
|
||||
VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
|
||||
|
||||
switch (i)
|
||||
{
|
||||
case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
|
||||
vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
|
||||
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
||||
break;
|
||||
case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
|
||||
vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
|
||||
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
||||
break;
|
||||
case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
|
||||
vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
|
||||
vUpVec = VectorF(0.0f, 0.0f, -1.0f);
|
||||
break;
|
||||
case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
|
||||
vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
|
||||
vUpVec = VectorF(0.0f, 0.0f, 1.0f);
|
||||
break;
|
||||
case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
|
||||
vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
|
||||
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
||||
break;
|
||||
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
|
||||
vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
|
||||
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
||||
break;
|
||||
}
|
||||
|
||||
// create camera matrix
|
||||
VectorF cross = mCross(vUpVec, vLookatPt);
|
||||
cross.normalizeSafe();
|
||||
|
||||
MatrixF matView(true);
|
||||
matView.setColumn(0, cross);
|
||||
matView.setColumn(1, vLookatPt);
|
||||
matView.setColumn(2, vUpVec);
|
||||
matView.setPosition(getPosition());
|
||||
matView.inverse();
|
||||
|
||||
// set projection to 90 degrees vertical and horizontal
|
||||
F32 left, right, top, bottom;
|
||||
F32 nearPlane = 100.f;
|
||||
F32 farDist = 10000.f;
|
||||
|
||||
MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
|
||||
Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
|
||||
|
||||
renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, ColorI::RED);
|
||||
|
||||
mBaseTarget->resolve();
|
||||
|
||||
mCubemap->setCubeFaceTexture(i, blendTex);
|
||||
|
||||
char fileName[256];
|
||||
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
|
||||
mProbeUniqueID.c_str(), i);
|
||||
|
||||
FileStream stream;
|
||||
if (!stream.open(fileName, Torque::FS::File::Write))
|
||||
{
|
||||
Con::errorf("ReflectionProbe::bake(): Couldn't open cubemap face file fo writing " + String(fileName));
|
||||
if (preCapture)
|
||||
preCapture->disable();
|
||||
if (deferredShading)
|
||||
deferredShading->enable();
|
||||
return;
|
||||
}
|
||||
|
||||
GBitmap bitmap(blendTex->getWidth(), blendTex->getHeight(), false, GFXFormatR8G8B8);
|
||||
blendTex->copyToBmp(&bitmap);
|
||||
bitmap.writeBitmap("png", stream);
|
||||
|
||||
if (Platform::isFile(fileName) && mCubemap)
|
||||
{
|
||||
mCubemap->setCubeFaceFile(i, FileName(fileName));
|
||||
}
|
||||
else
|
||||
{
|
||||
validCubemap = false;
|
||||
break;
|
||||
}
|
||||
|
||||
bitmap.deleteImage();
|
||||
}
|
||||
|
||||
if (validCubemap)
|
||||
{
|
||||
if (mCubemap->mCubemap)
|
||||
mCubemap->updateFaces();
|
||||
else
|
||||
mCubemap->createMap();
|
||||
|
||||
char fileName[256];
|
||||
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
|
||||
|
||||
CubemapSaver::save(mCubemap->mCubemap, fileName);
|
||||
|
||||
if (!Platform::isFile(fileName))
|
||||
{
|
||||
validCubemap = false; //if we didn't save right, just
|
||||
Con::errorf("Failed to properly save out the skylight baked cubemap!");
|
||||
}
|
||||
}
|
||||
|
||||
if (validCubemap)
|
||||
{
|
||||
mDirty = false;
|
||||
|
||||
//remove the temp files
|
||||
for (U32 i = 0; i < 6; i++)
|
||||
{
|
||||
char fileName[256];
|
||||
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
|
||||
mProbeUniqueID.c_str(), i);
|
||||
|
||||
Platform::fileDelete(fileName);
|
||||
}
|
||||
}
|
||||
|
||||
//calculateSHTerms();
|
||||
|
||||
Skylight::smRenderSkylights = probeRenderState;
|
||||
setMaskBits(-1);
|
||||
|
||||
if (preCapture)
|
||||
preCapture->disable();
|
||||
|
||||
if (deferredShading)
|
||||
deferredShading->enable();
|
||||
}
|
||||
|
||||
DefineEngineMethod(Skylight, Bake, void, (String outputPath, S32 resolution), ("", 256),
|
||||
"@brief returns true if control object is inside the fog\n\n.")
|
||||
{
|
||||
object->bake(outputPath, resolution);
|
||||
}
|
||||
212
Engine/source/T3D/lighting/skylight.h
Normal file
212
Engine/source/T3D/lighting/skylight.h
Normal file
|
|
@ -0,0 +1,212 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef SKYLIGHT_H
|
||||
#define SKYLIGHT_H
|
||||
|
||||
#ifndef _SCENEOBJECT_H_
|
||||
#include "scene/sceneObject.h"
|
||||
#endif
|
||||
#ifndef _GFXVERTEXBUFFER_H_
|
||||
#include "gfx/gfxVertexBuffer.h"
|
||||
#endif
|
||||
#ifndef _GFXPRIMITIVEBUFFER_H_
|
||||
#include "gfx/gfxPrimitiveBuffer.h"
|
||||
#endif
|
||||
#ifndef _TSSHAPEINSTANCE_H_
|
||||
#include "ts/tsShapeInstance.h"
|
||||
#endif
|
||||
#include "lighting/lightInfo.h"
|
||||
|
||||
#ifndef _RENDERPASSMANAGER_H_
|
||||
#include "renderInstance/renderPassManager.h"
|
||||
#endif
|
||||
|
||||
#ifndef PROBEMANAGER_H
|
||||
#include "lighting/probeManager.h"
|
||||
#endif
|
||||
|
||||
class BaseMatInstance;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// This class implements a basic SceneObject that can exist in the world at a
|
||||
// 3D position and render itself. There are several valid ways to render an
|
||||
// object in Torque. This class implements the preferred rendering method which
|
||||
// is to submit a MeshRenderInst along with a Material, vertex buffer,
|
||||
// primitive buffer, and transform and allow the RenderMeshMgr handle the
|
||||
// actual setup and rendering for you.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
class Skylight : public SceneObject
|
||||
{
|
||||
typedef SceneObject Parent;
|
||||
|
||||
public:
|
||||
|
||||
enum IndrectLightingModeType
|
||||
{
|
||||
NoIndirect = 0,
|
||||
AmbientColor = 1,
|
||||
SphericalHarmonics = 2
|
||||
};
|
||||
|
||||
enum ReflectionModeType
|
||||
{
|
||||
StaticCubemap = 1,
|
||||
BakedCubemap = 2
|
||||
};
|
||||
|
||||
private:
|
||||
|
||||
// Networking masks
|
||||
// We need to implement a mask specifically to handle
|
||||
// updating our transform from the server object to its
|
||||
// client-side "ghost". We also need to implement a
|
||||
// maks for handling editor updates to our properties
|
||||
// (like material).
|
||||
enum MaskBits
|
||||
{
|
||||
TransformMask = Parent::NextFreeMask << 0,
|
||||
UpdateMask = Parent::NextFreeMask << 1,
|
||||
EnabledMask = Parent::NextFreeMask << 2,
|
||||
CubemapMask = Parent::NextFreeMask << 3,
|
||||
ModeMask = Parent::NextFreeMask << 4,
|
||||
RadiusMask = Parent::NextFreeMask << 5,
|
||||
ShapeTypeMask = Parent::NextFreeMask << 6,
|
||||
BakeInfoMask = Parent::NextFreeMask << 7,
|
||||
NextFreeMask = Parent::NextFreeMask << 8
|
||||
};
|
||||
|
||||
bool mBake;
|
||||
bool mEnabled;
|
||||
bool mDirty;
|
||||
|
||||
Resource<TSShape> mEditorShape;
|
||||
TSShapeInstance* mEditorShapeInst;
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Rendering variables
|
||||
//--------------------------------------------------------------------------
|
||||
ProbeInfo* mProbeInfo;
|
||||
|
||||
//Reflection Contribution stuff
|
||||
ReflectionModeType mReflectionModeType;
|
||||
|
||||
String mCubemapName;
|
||||
CubemapData *mCubemap;
|
||||
|
||||
String mReflectionPath;
|
||||
String mProbeUniqueID;
|
||||
|
||||
//Debug rendering
|
||||
static bool smRenderSkylights;
|
||||
static bool smRenderPreviewProbes;
|
||||
|
||||
//irridiance resources
|
||||
GFXCubemapHandle mIrridianceMap;
|
||||
|
||||
//prefilter resources
|
||||
GFXCubemapHandle mPrefilterMap;
|
||||
U32 mPrefilterMipLevels;
|
||||
U32 mPrefilterSize;
|
||||
|
||||
//brdflookup resources - shares the texture target with the prefilter
|
||||
GFXTexHandle mBrdfTexture;
|
||||
|
||||
bool mResourcesCreated;
|
||||
|
||||
public:
|
||||
Skylight();
|
||||
virtual ~Skylight();
|
||||
|
||||
// Declare this object as a ConsoleObject so that we can
|
||||
// instantiate it into the world and network it
|
||||
DECLARE_CONOBJECT(Skylight);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Object Editing
|
||||
// Since there is always a server and a client object in Torque and we
|
||||
// actually edit the server object we need to implement some basic
|
||||
// networking functions
|
||||
//--------------------------------------------------------------------------
|
||||
// Set up any fields that we want to be editable (like position)
|
||||
static void initPersistFields();
|
||||
|
||||
// Allows the object to update its editable settings
|
||||
// from the server object to the client
|
||||
virtual void inspectPostApply();
|
||||
|
||||
static bool _setEnabled(void *object, const char *index, const char *data);
|
||||
static bool _doBake(void *object, const char *index, const char *data);
|
||||
|
||||
// Handle when we are added to the scene and removed from the scene
|
||||
bool onAdd();
|
||||
void onRemove();
|
||||
|
||||
// Override this so that we can dirty the network flag when it is called
|
||||
void setTransform(const MatrixF &mat);
|
||||
|
||||
// This function handles sending the relevant data from the server
|
||||
// object to the client object
|
||||
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
|
||||
// This function handles receiving relevant data from the server
|
||||
// object and applying it to the client object
|
||||
void unpackUpdate(NetConnection *conn, BitStream *stream);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Object Rendering
|
||||
// Torque utilizes a "batch" rendering system. This means that it builds a
|
||||
// list of objects that need to render (via RenderInst's) and then renders
|
||||
// them all in one batch. This allows it to optimized on things like
|
||||
// minimizing texture, state, and shader switching by grouping objects that
|
||||
// use the same Materials.
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
// Create the geometry for rendering
|
||||
void createGeometry();
|
||||
|
||||
bool createClientResources();
|
||||
|
||||
// Get the Material instance
|
||||
void updateMaterial();
|
||||
|
||||
void generateTextures();
|
||||
|
||||
void updateProbeParams();
|
||||
|
||||
// This is the function that allows this object to submit itself for rendering
|
||||
void prepRenderImage(SceneRenderState *state);
|
||||
|
||||
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
|
||||
|
||||
//Baking
|
||||
void bake(String outputPath, S32 resolution);
|
||||
};
|
||||
|
||||
typedef Skylight::IndrectLightingModeType SkylightIndrectLightingModeEnum;
|
||||
DefineEnumType(SkylightIndrectLightingModeEnum);
|
||||
|
||||
typedef Skylight::ReflectionModeType SkylightReflectionModeEnum;
|
||||
DefineEnumType(SkylightReflectionModeEnum);
|
||||
|
||||
#endif // _Skylight_H_
|
||||
Loading…
Add table
Add a link
Reference in a new issue