mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-19 19:35:26 +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
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@ -40,9 +40,10 @@
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#include "gfx/gfxDebugEvent.h"
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#include "math/util/matrixSet.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxTextureManager.h"
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const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "directLighting" );
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const String AdvancedLightBinManager::smBufferName( "directLighting" );
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const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "specularLighting" );
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const String AdvancedLightBinManager::smBufferName( "specularLighting" );
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ShadowFilterMode AdvancedLightBinManager::smShadowFilterMode = ShadowFilterMode_SoftShadowHighQuality;
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bool AdvancedLightBinManager::smPSSMDebugRender = false;
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@ -180,6 +181,26 @@ bool AdvancedLightBinManager::setTargetSize(const Point2I &newTargetSize)
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return ret;
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}
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bool AdvancedLightBinManager::_updateTargets()
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{
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PROFILE_SCOPE(AdvancedLightBinManager_updateTargets);
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bool ret = Parent::_updateTargets();
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mDiffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
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if (mDiffuseLightingTarget.isValid())
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{
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mDiffuseLightingTex = mDiffuseLightingTarget->getTexture();
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for (U32 i = 0; i < mTargetChainLength; i++)
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mDiffuseLightingTex);
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}
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GFX->finalizeReset();
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return ret;
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}
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void AdvancedLightBinManager::addLight( LightInfo *light )
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{
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// Get the light type.
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@ -90,6 +90,9 @@ public:
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// registered buffer name
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static const String smBufferName;
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NamedTexTargetRef mDiffuseLightingTarget;
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GFXTexHandle mDiffuseLightingTex;
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/// The shadow filter mode to use on shadowed light materials.
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static ShadowFilterMode smShadowFilterMode;
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@ -128,6 +131,7 @@ public:
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bool MRTLightmapsDuringDeferred() const { return mMRTLightmapsDuringDeferred; }
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void MRTLightmapsDuringDeferred(bool val);
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bool _updateTargets();
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typedef Signal<void(SceneRenderState *, AdvancedLightBinManager *)> RenderSignal;
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static RenderSignal &getRenderSignal();
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@ -63,6 +63,7 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &deferredTarget
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FEATUREMGR->registerFeature(MFT_PixSpecular, new DeferredPixelSpecularGLSL());
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FEATUREMGR->registerFeature(MFT_MinnaertShading, new DeferredMinnaertGLSL());
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FEATUREMGR->registerFeature(MFT_SubSurface, new DeferredSubSurfaceGLSL());
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FEATUREMGR->registerFeature(MFT_ReflectionProbes, new ReflectionProbeFeatGLSL);
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#endif
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}
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else
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@ -75,6 +76,7 @@ void AdvancedLightingFeatures::registerFeatures( const GFXFormat &deferredTarget
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FEATUREMGR->registerFeature(MFT_PixSpecular, new DeferredPixelSpecularHLSL());
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FEATUREMGR->registerFeature(MFT_MinnaertShading, new DeferredMinnaertHLSL());
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FEATUREMGR->registerFeature(MFT_SubSurface, new DeferredSubSurfaceHLSL());
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FEATUREMGR->registerFeature(MFT_ReflectionProbes, new ReflectionProbeFeatHLSL);
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#endif
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}
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@ -98,7 +98,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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uvScene->setName( "uvScene" );
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LangElement *uvSceneDecl = new DecOp( uvScene );
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String rtParamName = String::ToString( "rtParams%s", "directLightingBuffer" );
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String rtParamName = String::ToString( "rtParams%s", "diffuseLightingBuffer" );
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Var *rtParams = (Var*) LangElement::find( rtParamName );
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if( !rtParams )
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{
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@ -121,7 +121,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// create texture var
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Var *lightInfoBuffer = new Var;
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lightInfoBuffer->setType( "sampler2D" );
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lightInfoBuffer->setName( "directLightingBuffer" );
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lightInfoBuffer->setName( "diffuseLightingBuffer" );
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lightInfoBuffer->uniform = true;
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lightInfoBuffer->sampler = true;
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lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
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@ -207,7 +207,7 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
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mLastTexIndex = texIndex;
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passData.mTexType[ texIndex ] = Material::TexTarget;
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passData.mSamplerNames[ texIndex ]= "directLightingBuffer";
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passData.mSamplerNames[ texIndex ]= "diffuseLightingBuffer";
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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@ -99,7 +99,7 @@ void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &component
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uvScene->setName("uvScene");
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LangElement *uvSceneDecl = new DecOp(uvScene);
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String rtParamName = String::ToString("rtParams%s", "directLightingBuffer");
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String rtParamName = String::ToString("rtParams%s", "diffuseLightingBuffer");
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Var *rtParams = (Var*)LangElement::find(rtParamName);
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if (!rtParams)
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{
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@ -215,7 +215,7 @@ void DeferredRTLightingFeatHLSL::setTexData( Material::StageData &stageDat,
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mLastTexIndex = texIndex;
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passData.mTexType[ texIndex ] = Material::TexTarget;
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passData.mSamplerNames[ texIndex ]= "directLightingBuffer";
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passData.mSamplerNames[ texIndex ]= "diffuseLightingBuffer";
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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@ -168,6 +168,7 @@ void BasicLightManager::activate( SceneManager *sceneManager )
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FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatGLSL );
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FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatGLSL );
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FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularGLSL );
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FEATUREMGR->registerFeature(MFT_ReflectionProbes, new ReflectionProbeFeatGLSL);
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#endif
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}
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else
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@ -178,6 +179,7 @@ void BasicLightManager::activate( SceneManager *sceneManager )
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FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatHLSL );
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FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatHLSL );
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FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularHLSL );
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FEATUREMGR->registerFeature(MFT_ReflectionProbes, new ReflectionProbeFeatHLSL);
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#endif
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}
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809
Engine/source/lighting/probeManager.cpp
Normal file
809
Engine/source/lighting/probeManager.cpp
Normal file
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@ -0,0 +1,809 @@
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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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#include "platform/platform.h"
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#include "lighting/probeManager.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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#include "console/sim.h"
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#include "console/simSet.h"
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#include "scene/sceneManager.h"
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#include "materials/materialManager.h"
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#include "materials/sceneData.h"
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#include "lighting/lightInfo.h"
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#include "lighting/lightingInterfaces.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "console/engineAPI.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "shaderGen/shaderGenVars.h"
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Signal<void(const char*,bool)> ProbeManager::smActivateSignal;
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ProbeManager *ProbeManager::smProbeManager = NULL;
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//
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//
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ProbeInfo::ProbeInfo()
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: mTransform(true),
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mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
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mPriority(1.0f),
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mScore(0.0f),
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mDebugRender(false),
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mCubemap(NULL),
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mIrradianceCubemap(NULL),
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mBRDFTexture(NULL),
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mRadius(1.0f),
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mIntensity(1.0f)
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{
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for (U32 i = 0; i < 5; ++i)
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{
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mSHConstants[i] = 0;
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}
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}
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ProbeInfo::~ProbeInfo()
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{
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SAFE_DELETE(mCubemap);
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}
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void ProbeInfo::set(const ProbeInfo *probeInfo)
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{
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mTransform = probeInfo->mTransform;
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mAmbient = probeInfo->mAmbient;
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mCubemap = probeInfo->mCubemap;
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mIrradianceCubemap = probeInfo->mIrradianceCubemap;
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mBRDFTexture = probeInfo->mBRDFTexture;
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mRadius = probeInfo->mRadius;
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mIntensity = probeInfo->mIntensity;
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mProbeShapeType = probeInfo->mProbeShapeType;
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numPrims = probeInfo->numPrims;
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numVerts = probeInfo->numVerts;
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numIndicesForPoly = probeInfo->numIndicesForPoly;
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mBounds = probeInfo->mBounds;
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for (U32 i = 0; i < 9; i++)
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{
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mSHTerms[i] = probeInfo->mSHTerms[i];
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}
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for (U32 i = 0; i < 5; i++)
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{
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mSHConstants[i] = probeInfo->mSHConstants[i];
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}
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}
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void ProbeInfo::getWorldToLightProj(MatrixF *outMatrix) const
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{
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*outMatrix = getTransform();
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outMatrix->inverse();
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}
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void ProbeInfoList::registerProbe(ProbeInfo *light)
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{
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if (!light)
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return;
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// just add the light, we'll try to scan for dupes later...
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push_back(light);
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}
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void ProbeInfoList::unregisterProbe(ProbeInfo *light)
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{
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// remove all of them...
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ProbeInfoList &list = *this;
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for (U32 i = 0; i<list.size(); i++)
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{
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if (list[i] != light)
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continue;
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// this moves last to i, which allows
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// the search to continue forward...
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list.erase_fast(i);
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// want to check this location again...
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i--;
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}
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}
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ProbeShaderConstants::ProbeShaderConstants()
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: mInit(false),
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mShader(NULL),
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mProbeParamsSC(NULL),
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mProbePositionSC(NULL),
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mProbeRadiusSC(NULL),
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mProbeBoxMinSC(NULL),
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mProbeBoxMaxSC(NULL),
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mProbeIsSphereSC(NULL),
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mProbeLocalPosSC(NULL),
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mProbeCubemapSC(NULL)
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{
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}
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ProbeShaderConstants::~ProbeShaderConstants()
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{
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if (mShader.isValid())
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{
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mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
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mShader = NULL;
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}
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}
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void ProbeShaderConstants::init(GFXShader* shader)
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{
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if (mShader.getPointer() != shader)
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{
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if (mShader.isValid())
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mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
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mShader = shader;
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mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
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}
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mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
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//Reflection Probes
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mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
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mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
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mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
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mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
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mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
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mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
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mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
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mInit = true;
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}
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void ProbeShaderConstants::_onShaderReload()
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{
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if (mShader.isValid())
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init(mShader);
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}
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ProbeManager::ProbeManager()
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: mDefaultProbe( NULL ),
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mSceneManager( NULL ),
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mCullPos( Point3F::Zero )
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{
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dMemset( &mSpecialProbes, 0, sizeof(mSpecialProbes) );
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mLastShader = NULL;
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mLastConstants = NULL;
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}
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ProbeManager::~ProbeManager()
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{
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}
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ProbeInfo* ProbeManager::createProbeInfo(ProbeInfo* probe /* = NULL */)
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{
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ProbeInfo *outProbe = (probe != NULL) ? probe : new ProbeInfo;
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/*ProbeManagerMap &ProbeManagers = _getProbeManagers();
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ProbeManagerMap::Iterator iter = ProbeManagers.begin();
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for ( ; iter != ProbeManagers.end(); iter++ )
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{
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ProbeManager *lm = iter->value;
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lm->_addLightInfoEx( outLight );
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}*/
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return outProbe;
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}
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/*void ProbeManager::initLightFields()
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{
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ProbeManagerMap &ProbeManagers = _getProbeManagers();
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ProbeManagerMap::Iterator iter = ProbeManagers.begin();
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for ( ; iter != ProbeManagers.end(); iter++ )
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{
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ProbeManager *lm = iter->value;
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lm->_initLightFields();
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}
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}*/
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IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerActivate, void, ( const char *name ), ( name ),
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"A callback called by the engine when a light manager is activated.\n"
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"@param name The name of the light manager being activated.\n"
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"@ingroup Lighting\n" );
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void ProbeManager::activate( SceneManager *sceneManager )
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{
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AssertFatal( sceneManager, "ProbeManager::activate() - Got null scene manager!" );
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//AssertFatal( mIsActive == false, "ProbeManager::activate() - Already activated!" );
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AssertFatal(smProbeManager == NULL, "ProbeManager::activate() - A previous ProbeManager is still active!" );
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mSceneManager = sceneManager;
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smProbeManager = this;
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}
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IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerDeactivate, void, ( const char *name ), ( name ),
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"A callback called by the engine when a light manager is deactivated.\n"
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"@param name The name of the light manager being deactivated.\n"
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"@ingroup Lighting\n" );
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void ProbeManager::deactivate()
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{
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//AssertFatal( mIsActive == true, "ProbeManager::deactivate() - Already deactivated!" );
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AssertFatal( smProbeManager == this, "ProbeManager::activate() - This isn't the active light manager!" );
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//if( Sim::getRootGroup() ) // To protect against shutdown.
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// onProbeManagerDeactivate_callback( getName() );
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//mIsActive = false;
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mSceneManager = NULL;
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smProbeManager = NULL;
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// Just in case... make sure we're all clear.
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unregisterAllProbes();
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}
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ProbeInfo* ProbeManager::getDefaultLight()
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{
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// The sun is always our default light when
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// when its registered.
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if ( mSpecialProbes[ ProbeManager::SkylightProbeType ] )
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return mSpecialProbes[ ProbeManager::SkylightProbeType ];
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// Else return a dummy special light.
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//if ( !mDefaultLight )
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// mDefaultLight = createLightInfo();
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return NULL;
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}
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ProbeInfo* ProbeManager::getSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, bool useDefault )
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{
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//if ( mSpecialLights[type] )
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// return mSpecialLights[type];
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if ( useDefault )
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return getDefaultLight();
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return NULL;
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}
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void ProbeManager::setSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, ProbeInfo *probe )
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{
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if (probe && type == SkylightProbeType )
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{
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// The sun must be specially positioned and ranged
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// so that it can be processed like a point light
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// in the stock light shader used by Basic Lighting.
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probe->setPosition( mCullPos - (probe->getDirection() * 10000.0f ) );
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probe->mRadius = 2000000.0f;
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}
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mSpecialProbes[type] = probe;
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registerProbe(probe, NULL );
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}
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void ProbeManager::registerProbes( const Frustum *frustum, bool staticLighting )
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{
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||||
PROFILE_SCOPE( ProbeManager_RegisterProbes );
|
||||
|
||||
// TODO: We need to work this out...
|
||||
//
|
||||
// 1. Why do we register and unregister lights on every
|
||||
// render when they don't often change... shouldn't we
|
||||
// just register once and keep them?
|
||||
//
|
||||
// 2. If we do culling of lights should this happen as part
|
||||
// of registration or somewhere else?
|
||||
//
|
||||
|
||||
// Grab the lights to process.
|
||||
Vector<SceneObject*> activeLights;
|
||||
const U32 lightMask = LightObjectType;
|
||||
|
||||
if ( staticLighting || !frustum )
|
||||
{
|
||||
// We're processing static lighting or want all the lights
|
||||
// in the container registerd... so no culling.
|
||||
getSceneManager()->getContainer()->findObjectList( lightMask, &activeLights );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Cull the lights using the frustum.
|
||||
getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
|
||||
/* supress light culling filter until we can sort out why that's misbehaving with dynamic cube mapping
|
||||
for (U32 i = 0; i < activeLights.size(); ++i)
|
||||
{
|
||||
if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
|
||||
{
|
||||
activeLights.erase(i);
|
||||
--i;
|
||||
}
|
||||
}
|
||||
*/
|
||||
// Store the culling position for sun placement
|
||||
// later... see setSpecialLight.
|
||||
mCullPos = frustum->getPosition();
|
||||
|
||||
// HACK: Make sure the control object always gets
|
||||
// processed as lights mounted to it don't change
|
||||
// the shape bounds and can often get culled.
|
||||
|
||||
GameConnection *conn = GameConnection::getConnectionToServer();
|
||||
if ( conn->getControlObject() )
|
||||
{
|
||||
GameBase *conObject = conn->getControlObject();
|
||||
activeLights.push_back_unique( conObject );
|
||||
}
|
||||
}
|
||||
|
||||
// Let the lights register themselves.
|
||||
/*for ( U32 i = 0; i < activeLights.size(); i++ )
|
||||
{
|
||||
ISceneLight *lightInterface = dynamic_cast<ISceneLight*>( activeLights[i] );
|
||||
if ( lightInterface )
|
||||
lightInterface->submitLights( this, staticLighting );
|
||||
}*/
|
||||
}
|
||||
|
||||
void ProbeManager::registerSkylight(ProbeInfo *probe, SimObject *obj)
|
||||
{
|
||||
mSkylight = probe;
|
||||
|
||||
if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
|
||||
{
|
||||
SceneRenderState* state = mSceneManager->getCurrentRenderState();
|
||||
|
||||
RenderPassManager *renderPass = state->getRenderPass();
|
||||
|
||||
// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
|
||||
ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
|
||||
|
||||
probeInst->set(probe);
|
||||
|
||||
probeInst->type = RenderPassManager::RIT_Probes;
|
||||
|
||||
// Submit our RenderInst to the RenderPassManager
|
||||
state->getRenderPass()->addInst(probeInst);
|
||||
}
|
||||
}
|
||||
|
||||
void ProbeManager::registerProbe(ProbeInfo *probe, SimObject *obj )
|
||||
{
|
||||
// AssertFatal( !mRegisteredProbes.contains(probe),
|
||||
//"ProbeManager::registerGlobalLight - This light is already registered!" );
|
||||
|
||||
if (!mRegisteredProbes.contains(probe))
|
||||
mRegisteredProbes.push_back(probe);
|
||||
|
||||
if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
|
||||
{
|
||||
SceneRenderState* state = mSceneManager->getCurrentRenderState();
|
||||
|
||||
RenderPassManager *renderPass = state->getRenderPass();
|
||||
|
||||
// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
|
||||
ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
|
||||
|
||||
probeInst->set(probe);
|
||||
|
||||
probeInst->type = RenderPassManager::RIT_Probes;
|
||||
|
||||
// Submit our RenderInst to the RenderPassManager
|
||||
state->getRenderPass()->addInst(probeInst);
|
||||
}
|
||||
}
|
||||
|
||||
void ProbeManager::unregisterProbe(ProbeInfo *probe )
|
||||
{
|
||||
mRegisteredProbes.unregisterProbe(probe);
|
||||
|
||||
// If this is the sun... clear the special light too.
|
||||
if (probe == mSpecialProbes[SkylightProbeType] )
|
||||
dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
|
||||
}
|
||||
|
||||
void ProbeManager::unregisterAllProbes()
|
||||
{
|
||||
//dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
|
||||
mRegisteredProbes.clear();
|
||||
|
||||
mSkylight = nullptr;
|
||||
}
|
||||
|
||||
void ProbeManager::getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const
|
||||
{
|
||||
list->merge( mRegisteredProbes );
|
||||
}
|
||||
|
||||
ProbeShaderConstants* ProbeManager::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
|
||||
{
|
||||
if (!buffer)
|
||||
return NULL;
|
||||
|
||||
PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
|
||||
|
||||
GFXShader* shader = buffer->getShader();
|
||||
|
||||
// Check to see if this is the same shader, we'll get hit repeatedly by
|
||||
// the same one due to the render bin loops.
|
||||
if (mLastShader.getPointer() != shader)
|
||||
{
|
||||
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
|
||||
if (iter != mConstantLookup.end())
|
||||
{
|
||||
mLastConstants = iter->value;
|
||||
}
|
||||
else
|
||||
{
|
||||
ProbeShaderConstants* psc = new ProbeShaderConstants();
|
||||
mConstantLookup[shader] = psc;
|
||||
|
||||
mLastConstants = psc;
|
||||
}
|
||||
|
||||
// Set our new shader
|
||||
mLastShader = shader;
|
||||
}
|
||||
|
||||
mLastConstants = new ProbeShaderConstants();
|
||||
|
||||
// Make sure that our current lighting constants are initialized
|
||||
if (!mLastConstants->mInit)
|
||||
mLastConstants->init(shader);
|
||||
|
||||
return mLastConstants;
|
||||
}
|
||||
|
||||
void ProbeManager::_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() && (!mRegisteredProbes.empty() || mSkylight))
|
||||
{
|
||||
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 ProbeInfo *probe;
|
||||
for (U32 i = 0; i < 4; i++)
|
||||
{
|
||||
if (i >= mRegisteredProbes.size())
|
||||
break;
|
||||
|
||||
if (i == 0 && mSkylight)
|
||||
{
|
||||
//quickly try and see if we have a skylight, and set that to always be probe 0
|
||||
probe = mSkylight;
|
||||
}
|
||||
else
|
||||
{
|
||||
probe = mRegisteredProbes[i];
|
||||
}
|
||||
|
||||
if (!probe)
|
||||
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 == ProbeInfo::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 ProbeManager::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 );
|
||||
|
||||
// Static
|
||||
/*if (lsm && light->getCastShadows())
|
||||
{
|
||||
if (psc->mWorldToLightProjSC->isValid())
|
||||
shaderConsts->set(psc->mWorldToLightProjSC,
|
||||
lsm->getWorldToLightProj(),
|
||||
psc->mWorldToLightProjSC->getType());
|
||||
|
||||
if (psc->mViewToLightProjSC->isValid())
|
||||
{
|
||||
// TODO: Should probably cache these results and
|
||||
// not do this mul here on every material that needs
|
||||
// this transform.
|
||||
|
||||
shaderConsts->set(psc->mViewToLightProjSC,
|
||||
lsm->getWorldToLightProj() * state->getCameraTransform(),
|
||||
psc->mViewToLightProjSC->getType());
|
||||
}
|
||||
|
||||
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize());
|
||||
|
||||
// Do this last so that overrides can properly override parameters previously set
|
||||
lsm->setShaderParameters(shaderConsts, psc);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (psc->mViewToLightProjSC->isValid())
|
||||
{
|
||||
// TODO: Should probably cache these results and
|
||||
// not do this mul here on every material that needs
|
||||
// this transform.
|
||||
MatrixF proj;
|
||||
light->getWorldToLightProj(&proj);
|
||||
|
||||
shaderConsts->set(psc->mViewToLightProjSC,
|
||||
proj * state->getCameraTransform(),
|
||||
psc->mViewToLightProjSC->getType());
|
||||
}
|
||||
}
|
||||
|
||||
// Dynamic
|
||||
if (dynamicShadowMap)
|
||||
{
|
||||
if (psc->mDynamicWorldToLightProjSC->isValid())
|
||||
shaderConsts->set(psc->mDynamicWorldToLightProjSC,
|
||||
dynamicShadowMap->getWorldToLightProj(),
|
||||
psc->mDynamicWorldToLightProjSC->getType());
|
||||
|
||||
if (psc->mDynamicViewToLightProjSC->isValid())
|
||||
{
|
||||
// TODO: Should probably cache these results and
|
||||
// not do this mul here on every material that needs
|
||||
// this transform.
|
||||
|
||||
shaderConsts->set(psc->mDynamicViewToLightProjSC,
|
||||
dynamicShadowMap->getWorldToLightProj() * state->getCameraTransform(),
|
||||
psc->mDynamicViewToLightProjSC->getType());
|
||||
}
|
||||
|
||||
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)dynamicShadowMap->getTexSize());
|
||||
|
||||
// Do this last so that overrides can properly override parameters previously set
|
||||
dynamicShadowMap->setShaderParameters(shaderConsts, psc);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (psc->mDynamicViewToLightProjSC->isValid())
|
||||
{
|
||||
// TODO: Should probably cache these results and
|
||||
// not do this mul here on every material that needs
|
||||
// this transform.
|
||||
MatrixF proj;
|
||||
light->getWorldToLightProj(&proj);
|
||||
|
||||
shaderConsts->set(psc->mDynamicViewToLightProjSC,
|
||||
proj * state->getCameraTransform(),
|
||||
psc->mDynamicViewToLightProjSC->getType());
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
|
||||
bool ProbeManager::setTextureStage(const SceneData &sgData,
|
||||
const U32 currTexFlag,
|
||||
const U32 textureSlot,
|
||||
GFXShaderConstBuffer *shaderConsts,
|
||||
ShaderConstHandles *handles)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
AvailableSLInterfaces* ProbeManager::getSceneLightingInterface()
|
||||
{
|
||||
//if ( !mAvailableSLInterfaces )
|
||||
// mAvailableSLInterfaces = new AvailableSLInterfaces();
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/*bool ProbeManager::lightScene( const char* callback, const char* param )
|
||||
{
|
||||
BitSet32 flags = 0;
|
||||
|
||||
if ( param )
|
||||
{
|
||||
if ( !dStricmp( param, "forceAlways" ) )
|
||||
flags.set( SceneLighting::ForceAlways );
|
||||
else if ( !dStricmp(param, "forceWritable" ) )
|
||||
flags.set( SceneLighting::ForceWritable );
|
||||
else if ( !dStricmp(param, "loadOnly" ) )
|
||||
flags.set( SceneLighting::LoadOnly );
|
||||
}
|
||||
|
||||
// The SceneLighting object will delete itself
|
||||
// once the lighting process is complete.
|
||||
SceneLighting* sl = new SceneLighting( getSceneLightingInterface() );
|
||||
return sl->lightScene( callback, flags );
|
||||
}*/
|
||||
|
||||
/*RenderDeferredMgr* ProbeManager::_findDeferredRenderBin()
|
||||
{
|
||||
RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
|
||||
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
|
||||
{
|
||||
RenderBinManager *bin = rpm->getManager( i );
|
||||
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
|
||||
{
|
||||
return ( RenderDeferredMgr* ) bin;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}*/
|
||||
|
||||
DefineEngineFunction( CreateProbeManager, bool, (),,
|
||||
"Finds and activates the named light manager.\n"
|
||||
"@return Returns true if the light manager is found and activated.\n"
|
||||
"@ingroup Lighting\n" )
|
||||
{
|
||||
ProbeManager* probeManager = new ProbeManager();
|
||||
|
||||
if (probeManager != nullptr && gClientSceneGraph != nullptr)
|
||||
{
|
||||
probeManager->activate(gClientSceneGraph);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
DefineEngineFunction( resetProbeManager, void, (),,
|
||||
"@brief Deactivates and then activates the currently active light manager."
|
||||
"This causes most shaders to be regenerated and is often used when global "
|
||||
"rendering changes have occured.\n"
|
||||
"@ingroup Lighting\n" )
|
||||
{
|
||||
ProbeManager *pm = PROBEMGR;
|
||||
if ( !pm)
|
||||
return;
|
||||
|
||||
/*SceneManager *sm = lm->getSceneManager();
|
||||
lm->deactivate();
|
||||
lm->activate( sm );*/
|
||||
}
|
||||
334
Engine/source/lighting/probeManager.h
Normal file
334
Engine/source/lighting/probeManager.h
Normal file
|
|
@ -0,0 +1,334 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 PROBEMANAGER_H
|
||||
#define PROBEMANAGER_H
|
||||
|
||||
#ifndef _TORQUE_STRING_H_
|
||||
#include "core/util/str.h"
|
||||
#endif
|
||||
#ifndef _TSIGNAL_H_
|
||||
#include "core/util/tSignal.h"
|
||||
#endif
|
||||
#ifndef _LIGHTINFO_H_
|
||||
#include "lighting/lightInfo.h"
|
||||
#endif
|
||||
#ifndef _LIGHTQUERY_H_
|
||||
#include "lighting/lightQuery.h"
|
||||
#endif
|
||||
#ifndef _MATRIXSET_H_
|
||||
#include "math/util/matrixSet.h"
|
||||
#endif
|
||||
#ifndef _CUBEMAPDATA_H_
|
||||
#include "gfx/sim/cubemapData.h"
|
||||
#endif
|
||||
|
||||
class SimObject;
|
||||
class ProbeManager;
|
||||
class Material;
|
||||
class ProcessedMaterial;
|
||||
class SceneManager;
|
||||
struct SceneData;
|
||||
class Point3F;
|
||||
class AvailableSLInterfaces;
|
||||
class SceneObject;
|
||||
class GFXShaderConstBuffer;
|
||||
class GFXShaderConstHandle;
|
||||
class ShaderConstHandles;
|
||||
class SceneRenderState;
|
||||
class RenderDeferredMgr;
|
||||
class Frustum;
|
||||
|
||||
struct ProbeInfo
|
||||
{
|
||||
LinearColorF mAmbient;
|
||||
|
||||
MatrixF mTransform;
|
||||
|
||||
F32 mRadius;
|
||||
F32 mIntensity;
|
||||
|
||||
Box3F mBounds;
|
||||
|
||||
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:
|
||||
|
||||
ProbeInfo();
|
||||
~ProbeInfo();
|
||||
|
||||
// Copies data passed in from another probe
|
||||
void set(const ProbeInfo *probe);
|
||||
|
||||
// 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();
|
||||
};
|
||||
|
||||
class ProbeInfoList : public Vector<ProbeInfo*>
|
||||
{
|
||||
public:
|
||||
void registerProbe(ProbeInfo *probe);
|
||||
void unregisterProbe(ProbeInfo *probe);
|
||||
};
|
||||
|
||||
struct ProbeShaderConstants
|
||||
{
|
||||
bool mInit;
|
||||
|
||||
GFXShaderRef mShader;
|
||||
|
||||
GFXShaderConstHandle* mProbeParamsSC;
|
||||
|
||||
//Reflection Probes
|
||||
GFXShaderConstHandle *mProbePositionSC;
|
||||
GFXShaderConstHandle *mProbeRadiusSC;
|
||||
GFXShaderConstHandle *mProbeBoxMinSC;
|
||||
GFXShaderConstHandle *mProbeBoxMaxSC;
|
||||
GFXShaderConstHandle *mProbeIsSphereSC;
|
||||
GFXShaderConstHandle *mProbeLocalPosSC;
|
||||
GFXShaderConstHandle *mProbeCubemapSC;
|
||||
|
||||
ProbeShaderConstants();
|
||||
~ProbeShaderConstants();
|
||||
|
||||
void init(GFXShader* buffer);
|
||||
|
||||
void _onShaderReload();
|
||||
};
|
||||
|
||||
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
|
||||
|
||||
class ProbeManager
|
||||
{
|
||||
public:
|
||||
|
||||
enum SpecialProbeTypesEnum
|
||||
{
|
||||
SkylightProbeType,
|
||||
SpecialProbeTypesCount
|
||||
};
|
||||
|
||||
ProbeManager();
|
||||
|
||||
~ProbeManager();
|
||||
|
||||
///
|
||||
static void initProbeFields();
|
||||
|
||||
///
|
||||
static ProbeInfo* createProbeInfo(ProbeInfo* light = NULL);
|
||||
|
||||
/// The light manager activation signal.
|
||||
static Signal<void(const char*,bool)> smActivateSignal;
|
||||
|
||||
/// Returns the active LM.
|
||||
static inline ProbeManager* getProbeManager();
|
||||
|
||||
// Returns the scene manager passed at activation.
|
||||
SceneManager* getSceneManager() { return mSceneManager; }
|
||||
|
||||
// Called when the lighting manager should become active
|
||||
virtual void activate( SceneManager *sceneManager );
|
||||
|
||||
// Called when we don't want the light manager active (should clean up)
|
||||
virtual void deactivate();
|
||||
|
||||
// Returns the active scene lighting interface for this light manager.
|
||||
virtual AvailableSLInterfaces* getSceneLightingInterface();
|
||||
|
||||
// Returns a "default" light info that callers should not free. Used for instances where we don't actually care about
|
||||
// the light (for example, setting default data for SceneData)
|
||||
virtual ProbeInfo* getDefaultLight();
|
||||
|
||||
/// Returns the special light or the default light if useDefault is true.
|
||||
/// @see getDefaultLight
|
||||
virtual ProbeInfo* getSpecialProbe(SpecialProbeTypesEnum type,
|
||||
bool useDefault = true );
|
||||
|
||||
/// Set a special light type.
|
||||
virtual void setSpecialProbe(SpecialProbeTypesEnum type, ProbeInfo *light );
|
||||
|
||||
void registerSkylight(ProbeInfo *probe, SimObject *obj);
|
||||
|
||||
// registered before scene traversal...
|
||||
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 );
|
||||
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);
|
||||
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 );
|
||||
|
||||
/// A dummy default light used when no lights
|
||||
/// happen to be registered with the manager.
|
||||
ProbeInfo *mDefaultProbe;
|
||||
|
||||
/// The list of global registered lights which is
|
||||
/// initialized before the scene is rendered.
|
||||
ProbeInfoList mRegisteredProbes;
|
||||
|
||||
ProbeInfo* mSkylight;
|
||||
|
||||
/// The registered special light list.
|
||||
ProbeInfo *mSpecialProbes[SpecialProbeTypesCount];
|
||||
|
||||
/// 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;
|
||||
};
|
||||
|
||||
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
|
||||
Loading…
Add table
Add a link
Reference in a new issue