mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-18 06:03:48 +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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@ -86,8 +86,6 @@ public:
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MaterialOverrideDelegate& getMatOverrideDelegate() { return mMatOverrideDelegate; }
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protected:
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struct MainSortElem
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{
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RenderInst *inst;
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@ -95,6 +93,7 @@ protected:
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U32 key2;
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};
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protected:
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void setRenderPass( RenderPassManager *rpm );
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/// Called from derived bins to add additional
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@ -56,7 +56,7 @@ const String RenderDeferredMgr::BufferName("deferred");
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const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
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const String RenderDeferredMgr::ColorBufferName("color");
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const String RenderDeferredMgr::MatInfoBufferName("matinfo");
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const String RenderDeferredMgr::LightMapBufferName("indirectLighting");
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const String RenderDeferredMgr::LightMapBufferName("diffuseLighting");
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IMPLEMENT_CONOBJECT(RenderDeferredMgr);
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@ -92,6 +92,7 @@ RenderDeferredMgr::RenderDeferredMgr( bool gatherDepth,
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notifyType( RenderPassManager::RIT_Mesh );
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notifyType( RenderPassManager::RIT_Terrain );
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notifyType( RenderPassManager::RIT_Object );
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notifyType( RenderPassManager::RIT_Probes );
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// We want a full-resolution buffer
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mTargetSizeType = RenderTexTargetBinManager::WindowSize;
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@ -186,10 +187,10 @@ bool RenderDeferredMgr::_updateTargets()
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
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}
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if (mLightMapTex.getFormat() != mTargetFormat || mLightMapTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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if (mLightMapTex.getFormat() != GFXFormatR16G16B16A16F || mLightMapTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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{
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mLightMapTarget.release();
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mLightMapTex.set(mTargetSize.x, mTargetSize.y, mTargetFormat,
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mLightMapTex.set(mTargetSize.x, mTargetSize.y, GFXFormatR16G16B16A16F,
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&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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mLightMapTarget.setTexture(mLightMapTex);
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@ -238,6 +239,8 @@ void RenderDeferredMgr::addElement( RenderInst *inst )
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const bool isTerrainInst = inst->type == RenderPassManager::RIT_Terrain;
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const bool isProbeInst = inst->type == RenderPassManager::RIT_Probes;
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// Get the material if its a mesh.
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BaseMatInstance* matInst = NULL;
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if ( isMeshInst || isDecalMeshInst )
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@ -262,6 +265,8 @@ void RenderDeferredMgr::addElement( RenderInst *inst )
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elementList = &mElementList;
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else if ( isTerrainInst )
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elementList = &mTerrainElementList;
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else if (isProbeInst)
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elementList = &mProbeElementList;
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else
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elementList = &mObjectElementList;
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@ -294,6 +299,7 @@ void RenderDeferredMgr::sort()
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void RenderDeferredMgr::clear()
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{
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Parent::clear();
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mProbeElementList.clear();
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mTerrainElementList.clear();
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mObjectElementList.clear();
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}
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@ -92,6 +92,9 @@ protected:
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DeferredMatInstance *mDeferredMatInstance;
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///
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Vector< MainSortElem > mProbeElementList;
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virtual void _registerFeatures();
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virtual void _unregisterFeatures();
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virtual bool _updateTargets();
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@ -61,6 +61,7 @@ const RenderInstType RenderPassManager::RIT_Custom("Custom");
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const RenderInstType RenderPassManager::RIT_Particle("Particle");
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const RenderInstType RenderPassManager::RIT_Occluder("Occluder");
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const RenderInstType RenderPassManager::RIT_Editor("Editor");
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const RenderInstType RenderPassManager::RIT_Probes("Probes");
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//*****************************************************************************
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@ -102,6 +103,11 @@ void OccluderRenderInst::clear()
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dMemset( this, 0, sizeof(OccluderRenderInst) );
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}
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void ProbeRenderInst::clear()
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{
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dMemset(this, 0, sizeof(ProbeRenderInst));
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//mCubemap);
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}
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IMPLEMENT_CONOBJECT(RenderPassManager);
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@ -37,6 +37,18 @@
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#ifndef _SCENEMANAGER_H_
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#include "scene/sceneManager.h"
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#endif
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#ifndef _SCENEMANAGER_H_
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#include "scene/sceneManager.h"
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#endif
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#ifndef _CUBEMAPDATA_H_
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#include "gfx/sim/cubemapData.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef PROBEMANAGER_H
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#include "lighting/probeManager.h"
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#endif
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class SceneRenderState;
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class ISceneObject;
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@ -48,6 +60,7 @@ class LightInfo;
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struct RenderInst;
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class MatrixSet;
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class GFXPrimitiveBufferHandle;
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class CubemapData;
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/// A RenderInstType hash value.
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typedef U32 RenderInstTypeHash;
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@ -118,6 +131,7 @@ public:
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static const RenderInstType RIT_Particle;
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static const RenderInstType RIT_Occluder;
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static const RenderInstType RIT_Editor;
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static const RenderInstType RIT_Probes;
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public:
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@ -463,4 +477,85 @@ struct OccluderRenderInst : public RenderInst
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void clear();
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};
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struct ProbeRenderInst : public RenderInst
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{
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LinearColorF mAmbient;
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MatrixF mTransform;
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F32 mRadius;
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F32 mIntensity;
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Box3F mBounds;
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GFXCubemapHandle *mCubemap;
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GFXCubemapHandle *mIrradianceCubemap;
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GFXTexHandle *mBRDFTexture;
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/// The priority of this light used for
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/// light and shadow scoring.
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F32 mPriority;
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/// A temporary which holds the score used
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/// when prioritizing lights for rendering.
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F32 mScore;
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bool mIsSkylight;
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/// Whether to render debugging visualizations
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/// for this light.
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bool mDebugRender;
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GFXPrimitiveBufferHandle primBuffer;
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GFXVertexBufferHandle<GFXVertexPC> vertBuffer;
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U32 numPrims;
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U32 numVerts;
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Vector< U32 > numIndicesForPoly;
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ProbeInfo::ProbeShapeType mProbeShapeType;
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//Spherical Harmonics data
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LinearColorF mSHTerms[9];
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F32 mSHConstants[5];
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public:
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ProbeRenderInst();
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~ProbeRenderInst();
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// Copies data passed in from light
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void set(const ProbeRenderInst *probeInfo);
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void set(const ProbeInfo *probeInfo);
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// Accessors
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const MatrixF& getTransform() const { return mTransform; }
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void setTransform(const MatrixF &xfm) { mTransform = xfm; }
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Point3F getPosition() const { return mTransform.getPosition(); }
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void setPosition(const Point3F &pos) { mTransform.setPosition(pos); }
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VectorF getDirection() const { return mTransform.getForwardVector(); }
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void setDirection(const VectorF &val);
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const LinearColorF& getAmbient() const { return mAmbient; }
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void setAmbient(const LinearColorF &val) { mAmbient = val; }
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void setPriority(F32 priority) { mPriority = priority; }
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F32 getPriority() const { return mPriority; }
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void setScore(F32 score) { mScore = score; }
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F32 getScore() const { return mScore; }
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bool isDebugRenderingEnabled() const { return mDebugRender; }
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void enableDebugRendering(bool value) { mDebugRender = value; }
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// Builds the world to light view projection used for
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// shadow texture and cookie lookups.
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void getWorldToLightProj(MatrixF *outMatrix) const;
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void clear();
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};
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#endif // _RENDERPASSMANAGER_H_
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956
Engine/source/renderInstance/renderProbeMgr.cpp
Normal file
956
Engine/source/renderInstance/renderProbeMgr.cpp
Normal file
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@ -0,0 +1,956 @@
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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 "renderProbeMgr.h"
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#include "console/consoleTypes.h"
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#include "scene/sceneObject.h"
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#include "materials/materialManager.h"
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#include "scene/sceneRenderState.h"
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#include "math/util/sphereMesh.h"
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#include "math/util/matrixSet.h"
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#include "materials/processedMaterial.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "math/mPolyhedron.impl.h"
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#include "gfx/gfxTransformSaver.h"
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IMPLEMENT_CONOBJECT(RenderProbeMgr);
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ConsoleDocClass( RenderProbeMgr,
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"@brief A render bin which uses object callbacks for rendering.\n\n"
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"This render bin gathers object render instances and calls its delegate "
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"method to perform rendering. It is used infrequently for specialized "
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"scene objects which perform custom rendering.\n\n"
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"@ingroup RenderBin\n" );
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S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
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{
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// Debug Profiling.
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PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
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// Fetch asset definitions.
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const ProbeRenderInst* pReflectProbeA = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(a))->inst);
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const ProbeRenderInst* pReflectProbeB = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(b))->inst);
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// Sort.
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//First, immediate check on if either is a skylight. Skylight always gets the highest priority
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//if (pReflectProbeA->mIsSkylight)
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// return 1;
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//else if (pReflectProbeB->mIsSkylight)
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// return -1;
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//No? then sort by score
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if (pReflectProbeA->mScore > pReflectProbeB->mScore)
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return 1;
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else if (pReflectProbeA->mScore < pReflectProbeB->mScore)
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return -1;
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return 0;
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}
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RenderProbeMgr::RenderProbeMgr()
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: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f)
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{
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mReflectProbeMaterial = nullptr;
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mSkylightMaterial = nullptr;
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}
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RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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: RenderBinManager(riType, renderOrder, processAddOrder)
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{
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mReflectProbeMaterial = nullptr;
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mSkylightMaterial = nullptr;
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}
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void RenderProbeMgr::initPersistFields()
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{
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Parent::initPersistFields();
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}
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void RenderProbeMgr::addElement(RenderInst *inst)
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{
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// If this instance is translucent handle it in RenderTranslucentMgr
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if (inst->translucentSort)
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return;
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//AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?");
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internalAddElement(inst);
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ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
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if (probeInst->mIsSkylight)
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{
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addSkylightProbe(probeInst);
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}
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else
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{
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if (probeInst->mProbeShapeType == ProbeInfo::Sphere)
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addSphereReflectionProbe(probeInst);
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else
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addConvexReflectionProbe(probeInst);
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}
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}
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//remove
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//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
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//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
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//
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GFXVertexBufferHandle<GFXVertexPC> RenderProbeMgr::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives)
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{
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static SphereMesh sSphereMesh;
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if (mSphereGeometry.isNull())
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{
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const SphereMesh::TriangleMesh * sphereMesh = sSphereMesh.getMesh(3);
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S32 numPoly = sphereMesh->numPoly;
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mSpherePrimitiveCount = 0;
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mSphereGeometry.set(GFX, numPoly * 3, GFXBufferTypeStatic);
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mSphereGeometry.lock();
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S32 vertexIndex = 0;
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for (S32 i = 0; i<numPoly; i++)
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{
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mSpherePrimitiveCount++;
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mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[0];
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mSphereGeometry[vertexIndex].color = ColorI::WHITE;
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vertexIndex++;
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mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[1];
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mSphereGeometry[vertexIndex].color = ColorI::WHITE;
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vertexIndex++;
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mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[2];
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mSphereGeometry[vertexIndex].color = ColorI::WHITE;
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vertexIndex++;
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}
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mSphereGeometry.unlock();
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}
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outNumPrimitives = mSpherePrimitiveCount;
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outPrimitives = NULL; // For now
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return mSphereGeometry;
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}
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void RenderProbeMgr::addSkylightProbe(ProbeRenderInst *probeInfo)
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{
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probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
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if (!mSkylightMaterial)
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mSkylightMaterial = _getSkylightMaterial();
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}
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void RenderProbeMgr::addSphereReflectionProbe(ProbeRenderInst *probeInfo)
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{
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probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
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if (!mReflectProbeMaterial)
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mReflectProbeMaterial = _getReflectProbeMaterial();
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}
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void RenderProbeMgr::addConvexReflectionProbe(ProbeRenderInst *probeInfo)
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{
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static const Point3F cubePoints[8] =
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{
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Point3F(1, -1, -1), Point3F(1, -1, 1), Point3F(1, 1, -1), Point3F(1, 1, 1),
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Point3F(-1, -1, -1), Point3F(-1, 1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, 1)
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};
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/*static const Point3F cubeNormals[6] =
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{
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Point3F(1, 0, 0), Point3F(-1, 0, 0), Point3F(0, 1, 0),
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Point3F(0, -1, 0), Point3F(0, 0, 1), Point3F(0, 0, -1)
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};*/
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/*static const Point2F cubeTexCoords[4] =
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{
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Point2F(0, 0), Point2F(0, -1),
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Point2F(1, 0), Point2F(1, -1)
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};*/
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static const U32 cubeFaces[36][3] =
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{
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{ 3, 0, 3 },{ 0, 0, 0 },{ 1, 0, 1 },
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{ 2, 0, 2 },{ 0, 0, 0 },{ 3, 0, 3 },
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{ 7, 1, 1 },{ 4, 1, 2 },{ 5, 1, 0 },
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{ 6, 1, 3 },{ 4, 1, 2 },{ 7, 1, 1 },
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{ 3, 2, 1 },{ 5, 2, 2 },{ 2, 2, 0 },
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{ 7, 2, 3 },{ 5, 2, 2 },{ 3, 2, 1 },
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{ 1, 3, 3 },{ 4, 3, 0 },{ 6, 3, 1 },
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{ 0, 3, 2 },{ 4, 3, 0 },{ 1, 3, 3 },
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{ 3, 4, 3 },{ 6, 4, 0 },{ 7, 4, 1 },
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{ 1, 4, 2 },{ 6, 4, 0 },{ 3, 4, 3 },
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{ 2, 5, 1 },{ 4, 5, 2 },{ 0, 5, 0 },
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{ 5, 5, 3 },{ 4, 5, 2 },{ 2, 5, 1 }
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};
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// Fill the vertex buffer
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GFXVertexPC *pVert = NULL;
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probeInfo->numVerts = 36;
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probeInfo->vertBuffer.set(GFX, 36, GFXBufferTypeStatic);
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pVert = probeInfo->vertBuffer.lock();
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Point3F halfSize = Point3F(probeInfo->mRadius, probeInfo->mRadius, probeInfo->mRadius);
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for (U32 i = 0; i < 36; i++)
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{
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||||
const U32& vdx = cubeFaces[i][0];
|
||||
pVert[i].point = cubePoints[vdx] * halfSize;
|
||||
}
|
||||
|
||||
probeInfo->vertBuffer.unlock();
|
||||
|
||||
// Fill the primitive buffer
|
||||
U16 *pIdx = NULL;
|
||||
|
||||
probeInfo->primBuffer.set(GFX, 36, 12, GFXBufferTypeStatic);
|
||||
|
||||
probeInfo->primBuffer.lock(&pIdx);
|
||||
|
||||
for (U16 i = 0; i < 36; i++)
|
||||
pIdx[i] = i;
|
||||
|
||||
probeInfo->primBuffer.unlock();
|
||||
|
||||
probeInfo->numPrims = 12;
|
||||
|
||||
if (!mReflectProbeMaterial)
|
||||
mReflectProbeMaterial = _getReflectProbeMaterial();
|
||||
//
|
||||
|
||||
// mReflectProbeBin.push_back(pEntry);
|
||||
}
|
||||
|
||||
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
|
||||
{
|
||||
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
|
||||
const Frustum &frustum = state->getCameraFrustum();
|
||||
|
||||
MatrixF invCam(frustum.getTransform());
|
||||
invCam.inverse();
|
||||
|
||||
const Point3F *wsFrustumPoints = frustum.getPoints();
|
||||
const Point3F& cameraPos = frustum.getPosition();
|
||||
|
||||
// Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
|
||||
// polygon, which is at the far plane.
|
||||
Point3F cameraOffsetPos = cameraPos;
|
||||
|
||||
// Now build the quad for drawing full-screen vector light
|
||||
// passes.... this is a volatile VB and updates every frame.
|
||||
FarFrustumQuadVert verts[4];
|
||||
{
|
||||
verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
|
||||
verts[0].texCoord.set(-1.0, 1.0);
|
||||
verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
|
||||
|
||||
verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
|
||||
verts[1].texCoord.set(1.0, 1.0);
|
||||
verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
|
||||
|
||||
verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
|
||||
verts[2].texCoord.set(-1.0, -1.0);
|
||||
verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
|
||||
|
||||
verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
|
||||
invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
|
||||
verts[3].texCoord.set(1.0, -1.0);
|
||||
verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
|
||||
}
|
||||
mFarFrustumQuadVerts.set(GFX, 4);
|
||||
dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
|
||||
mFarFrustumQuadVerts.unlock();
|
||||
|
||||
PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
|
||||
PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
|
||||
|
||||
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
|
||||
matrixSet.restoreSceneViewProjection();
|
||||
|
||||
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
|
||||
|
||||
MatrixF inverseViewMatrix = worldToCameraXfm;
|
||||
//inverseViewMatrix.fullInverse();
|
||||
//inverseViewMatrix.transpose();
|
||||
|
||||
//inverseViewMatrix = MatrixF::Identity;
|
||||
|
||||
// Parameters calculated, assign them to the materials
|
||||
if (mSkylightMaterial != nullptr && mSkylightMaterial->matInstance != nullptr)
|
||||
{
|
||||
mSkylightMaterial->setViewParameters(frustum.getNearDist(),
|
||||
frustum.getFarDist(),
|
||||
frustum.getPosition(),
|
||||
farPlane,
|
||||
vsFarPlane, inverseViewMatrix);
|
||||
}
|
||||
|
||||
if (mReflectProbeMaterial != nullptr && mReflectProbeMaterial->matInstance != nullptr)
|
||||
{
|
||||
mReflectProbeMaterial->setViewParameters(frustum.getNearDist(),
|
||||
frustum.getFarDist(),
|
||||
frustum.getPosition(),
|
||||
farPlane,
|
||||
vsFarPlane, inverseViewMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// render objects
|
||||
//-----------------------------------------------------------------------------
|
||||
void RenderProbeMgr::render( SceneRenderState *state )
|
||||
{
|
||||
PROFILE_SCOPE(RenderProbeMgr_render);
|
||||
|
||||
// Early out if nothing to draw.
|
||||
if(!mElementList.size())
|
||||
return;
|
||||
|
||||
GFXTransformSaver saver;
|
||||
|
||||
NamedTexTargetRef diffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
|
||||
|
||||
if (diffuseLightingTarget.isNull())
|
||||
return;
|
||||
|
||||
NamedTexTargetRef specularLightingTarget = NamedTexTarget::find("specularLighting");
|
||||
|
||||
if (specularLightingTarget.isNull())
|
||||
return;
|
||||
|
||||
GFXTextureTargetRef probeLightingTargetRef = GFX->allocRenderToTextureTarget();
|
||||
|
||||
if (probeLightingTargetRef.isNull())
|
||||
return;
|
||||
|
||||
probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, diffuseLightingTarget->getTexture());
|
||||
probeLightingTargetRef->attachTexture(GFXTextureTarget::Color1, specularLightingTarget->getTexture());
|
||||
|
||||
GFX->pushActiveRenderTarget();
|
||||
GFX->setActiveRenderTarget(probeLightingTargetRef);
|
||||
|
||||
GFX->setViewport(diffuseLightingTarget->getViewport());
|
||||
//GFX->setViewport(specularLightingTarget->getViewport());
|
||||
|
||||
// Restore transforms
|
||||
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
|
||||
matrixSet.restoreSceneViewProjection();
|
||||
|
||||
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
|
||||
|
||||
// Set up the SG Data
|
||||
SceneData sgData;
|
||||
sgData.init(state);
|
||||
|
||||
// Initialize and set the per-frame parameters after getting
|
||||
// the vector light material as we use lazy creation.
|
||||
_setupPerFrameParameters(state);
|
||||
|
||||
//Order the probes by size, biggest to smallest
|
||||
dQsort(mElementList.address(), mElementList.size(), sizeof(const MainSortElem), AscendingReflectProbeInfluence);
|
||||
|
||||
//Specular
|
||||
PROFILE_START(RenderProbeManager_ReflectProbeRender);
|
||||
|
||||
for (U32 i = 0; i<mElementList.size(); i++)
|
||||
{
|
||||
ProbeRenderInst *curEntry = static_cast<ProbeRenderInst*>(mElementList[i].inst);
|
||||
|
||||
if (curEntry->numPrims == 0)
|
||||
continue;
|
||||
|
||||
if (curEntry->mIsSkylight && (!mSkylightMaterial || !mSkylightMaterial->matInstance))
|
||||
continue;
|
||||
|
||||
if (!curEntry->mIsSkylight && (!mReflectProbeMaterial || !mReflectProbeMaterial->matInstance))
|
||||
break;
|
||||
|
||||
//Setup
|
||||
MatrixF probeTrans = curEntry->getTransform();
|
||||
|
||||
if (!curEntry->mIsSkylight)
|
||||
{
|
||||
if (curEntry->mProbeShapeType == ProbeInfo::Sphere)
|
||||
probeTrans.scale(curEntry->mRadius * 1.01f);
|
||||
}
|
||||
else
|
||||
{
|
||||
probeTrans.scale(10); //force it to be big enough to surround the camera
|
||||
}
|
||||
|
||||
sgData.objTrans = &probeTrans;
|
||||
|
||||
if(curEntry->mIsSkylight)
|
||||
mSkylightMaterial->setSkylightParameters(curEntry, state, worldToCameraXfm);
|
||||
else
|
||||
mReflectProbeMaterial->setProbeParameters(curEntry, state, worldToCameraXfm);
|
||||
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(curEntry->vertBuffer);
|
||||
GFX->setPrimitiveBuffer(curEntry->primBuffer);
|
||||
|
||||
if (curEntry->mIsSkylight)
|
||||
{
|
||||
while (mSkylightMaterial->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
matrixSet.setWorld(*sgData.objTrans);
|
||||
mSkylightMaterial->matInstance->setTransforms(matrixSet, state);
|
||||
mSkylightMaterial->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (mReflectProbeMaterial->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
matrixSet.setWorld(*sgData.objTrans);
|
||||
mReflectProbeMaterial->matInstance->setTransforms(matrixSet, state);
|
||||
mReflectProbeMaterial->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
probeLightingTargetRef->resolve();
|
||||
GFX->popActiveRenderTarget();
|
||||
|
||||
PROBEMGR->unregisterAllProbes();
|
||||
PROFILE_END();
|
||||
|
||||
GFX->setVertexBuffer(NULL);
|
||||
GFX->setPrimitiveBuffer(NULL);
|
||||
|
||||
// Fire off a signal to let others know that light-bin rendering is ending now
|
||||
//getRenderSignal().trigger(state, this);
|
||||
}
|
||||
|
||||
//
|
||||
RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
|
||||
const GFXVertexFormat *vertexFormat)
|
||||
: matInstance(NULL),
|
||||
zNearFarInvNearFar(NULL),
|
||||
farPlane(NULL),
|
||||
vsFarPlane(NULL),
|
||||
negFarPlaneDotEye(NULL),
|
||||
probeWSPos(NULL),
|
||||
attenuation(NULL),
|
||||
radius(NULL),
|
||||
invViewMat(NULL)
|
||||
{
|
||||
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
|
||||
if (!mat)
|
||||
return;
|
||||
|
||||
matInstance = new ReflectProbeMatInstance(*mat);
|
||||
|
||||
const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
|
||||
|
||||
for (U32 i = 0; i < macros.size(); i++)
|
||||
matInstance->addShaderMacro(macros[i].name, macros[i].value);
|
||||
|
||||
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
|
||||
|
||||
attenuation = matInstance->getMaterialParameterHandle("$attenuation");
|
||||
radius = matInstance->getMaterialParameterHandle("$radius");
|
||||
probeLSPos = matInstance->getMaterialParameterHandle("$probeLSPos");
|
||||
probeWSPos = matInstance->getMaterialParameterHandle("$probeWSPos");
|
||||
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
|
||||
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
|
||||
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
|
||||
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
|
||||
|
||||
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
|
||||
|
||||
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
|
||||
|
||||
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
|
||||
|
||||
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
|
||||
bbMin = matInstance->getMaterialParameterHandle("$bbMin");
|
||||
bbMax = matInstance->getMaterialParameterHandle("$bbMax");
|
||||
|
||||
useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
|
||||
|
||||
for(U32 i=0; i < 9; i++)
|
||||
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d",i));
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
|
||||
}
|
||||
|
||||
RenderProbeMgr::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
|
||||
{
|
||||
SAFE_DELETE(matInstance);
|
||||
}
|
||||
|
||||
void RenderProbeMgr::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
|
||||
const F32 _zFar,
|
||||
const Point3F &_eyePos,
|
||||
const PlaneF &_farPlane,
|
||||
const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
|
||||
{
|
||||
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
||||
|
||||
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
|
||||
|
||||
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
|
||||
|
||||
if (negFarPlaneDotEye->isValid())
|
||||
{
|
||||
// -dot( farPlane, eyePos )
|
||||
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
||||
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
|
||||
}
|
||||
|
||||
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
|
||||
|
||||
matParams->setSafe(invViewMat, _inverseViewMatrix);
|
||||
|
||||
Point4F frPlane = *((const Point4F *)&_farPlane);
|
||||
Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
|
||||
Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
|
||||
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
||||
}
|
||||
|
||||
void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
|
||||
{
|
||||
//Set up the params
|
||||
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
||||
|
||||
matParams->setSafe(radius, probeInfo->mRadius);
|
||||
|
||||
Point3F probePos = probeInfo->getPosition();
|
||||
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
||||
matParams->setSafe(probeWSPos, probePos);
|
||||
|
||||
worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
||||
matParams->setSafe(probeLSPos, probePos);
|
||||
|
||||
// Get the attenuation falloff ratio and normalize it.
|
||||
Point3F attenRatio = Point3F(0.0f, 1.0f, 1.0f);
|
||||
F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
|
||||
if (total > 0.0f)
|
||||
attenRatio /= total;
|
||||
|
||||
F32 radius = probeInfo->mRadius;
|
||||
|
||||
Point2F attenParams((1.0f / radius) * attenRatio.y,
|
||||
(1.0f / (radius * radius)) * attenRatio.z);
|
||||
|
||||
matParams->setSafe(attenuation, attenParams);
|
||||
|
||||
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
|
||||
|
||||
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
|
||||
if (!deferredTexObject) return;
|
||||
|
||||
GFX->setTexture(0, deferredTexObject);
|
||||
|
||||
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
|
||||
|
||||
GFXTextureObject *matInfoTexObject = matInfoTexTarget->getTexture();
|
||||
if (!matInfoTexObject) return;
|
||||
|
||||
GFX->setTexture(1, matInfoTexObject);
|
||||
|
||||
if (probeInfo->mCubemap && !probeInfo->mCubemap->isNull())
|
||||
{
|
||||
GFX->setCubeTexture(2, probeInfo->mCubemap->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setCubeTexture(2, NULL);
|
||||
}
|
||||
|
||||
if (probeInfo->mIrradianceCubemap && !probeInfo->mIrradianceCubemap->isNull())
|
||||
{
|
||||
GFX->setCubeTexture(3, probeInfo->mIrradianceCubemap->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setCubeTexture(3, NULL);
|
||||
}
|
||||
|
||||
if (probeInfo->mBRDFTexture && !probeInfo->mBRDFTexture->isNull())
|
||||
{
|
||||
GFX->setTexture(4, probeInfo->mBRDFTexture->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setTexture(4, NULL);
|
||||
}
|
||||
|
||||
|
||||
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
|
||||
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
|
||||
matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
|
||||
|
||||
matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeInfo::Sphere ? 1.0f : 0.0f);
|
||||
|
||||
//SH Terms
|
||||
//static AlignedArray<Point3F> shTermsArray(9, sizeof(Point3F));
|
||||
//dMemset(shTermsArray.getBuffer(), 0, shTermsArray.getBufferSize());
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
{
|
||||
matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
{
|
||||
matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
|
||||
{
|
||||
bool success = Parent::init(features, vertexFormat);
|
||||
|
||||
// If the initialization failed don't continue.
|
||||
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
|
||||
{
|
||||
// Go no further if the material failed to initialize properly.
|
||||
if (!mProcessedMaterial ||
|
||||
mProcessedMaterial->getNumPasses() == 0)
|
||||
return false;
|
||||
|
||||
bool bRetVal = Parent::setupPass(state, sgData);;
|
||||
|
||||
AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
|
||||
const RenderPassData *rpd = mProcessedMaterial->getPass(0);
|
||||
AssertFatal(rpd, "No render pass data!");
|
||||
AssertFatal(rpd->mRenderStates[0], "No render state 0!");
|
||||
|
||||
if (!mProjectionState)
|
||||
{
|
||||
GFXStateBlockDesc desc;
|
||||
desc.setZReadWrite(false);
|
||||
desc.zWriteEnable = false;
|
||||
desc.setCullMode(GFXCullNone);
|
||||
desc.setBlend(true, GFXBlendOne, GFXBlendOne);
|
||||
mProjectionState = GFX->createStateBlock(desc);
|
||||
}
|
||||
// Now override stateblock with our own
|
||||
GFX->setStateBlock(mProjectionState);
|
||||
|
||||
return bRetVal;
|
||||
}
|
||||
|
||||
RenderProbeMgr::ReflectProbeMaterialInfo* RenderProbeMgr::_getReflectProbeMaterial()
|
||||
{
|
||||
PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
|
||||
|
||||
//ReflectProbeMaterialInfo *info = NULL;
|
||||
|
||||
if (!mReflectProbeMaterial)
|
||||
|
||||
// Now create the material info object.
|
||||
mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
|
||||
getGFXVertexFormat<GFXVertexPC>());
|
||||
|
||||
return mReflectProbeMaterial;
|
||||
}
|
||||
|
||||
//
|
||||
RenderProbeMgr::SkylightMaterialInfo::SkylightMaterialInfo(const String &matName,
|
||||
const GFXVertexFormat *vertexFormat)
|
||||
: matInstance(NULL),
|
||||
zNearFarInvNearFar(NULL),
|
||||
farPlane(NULL),
|
||||
vsFarPlane(NULL),
|
||||
negFarPlaneDotEye(NULL),
|
||||
invViewMat(NULL)
|
||||
{
|
||||
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
|
||||
if (!mat)
|
||||
return;
|
||||
|
||||
matInstance = new SkylightMatInstance(*mat);
|
||||
|
||||
const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
|
||||
|
||||
for (U32 i = 0; i < macros.size(); i++)
|
||||
matInstance->addShaderMacro(macros[i].name, macros[i].value);
|
||||
|
||||
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
|
||||
|
||||
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
|
||||
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
|
||||
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
|
||||
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
|
||||
|
||||
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
|
||||
|
||||
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
|
||||
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
|
||||
|
||||
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
|
||||
}
|
||||
|
||||
RenderProbeMgr::SkylightMaterialInfo::~SkylightMaterialInfo()
|
||||
{
|
||||
SAFE_DELETE(matInstance);
|
||||
}
|
||||
|
||||
void RenderProbeMgr::SkylightMaterialInfo::setViewParameters(const F32 _zNear,
|
||||
const F32 _zFar,
|
||||
const Point3F &_eyePos,
|
||||
const PlaneF &_farPlane,
|
||||
const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
|
||||
{
|
||||
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
||||
|
||||
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
|
||||
|
||||
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
|
||||
|
||||
if (negFarPlaneDotEye->isValid())
|
||||
{
|
||||
// -dot( farPlane, eyePos )
|
||||
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
||||
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
|
||||
}
|
||||
|
||||
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
|
||||
|
||||
matParams->setSafe(invViewMat, _inverseViewMatrix);
|
||||
|
||||
Point4F frPlane = *((const Point4F *)&_farPlane);
|
||||
Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
|
||||
Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
|
||||
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
||||
}
|
||||
|
||||
void RenderProbeMgr::SkylightMaterialInfo::setSkylightParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
|
||||
{
|
||||
//Set up the params
|
||||
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
||||
|
||||
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
|
||||
|
||||
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
|
||||
if (!deferredTexObject) return;
|
||||
|
||||
GFX->setTexture(0, deferredTexObject);
|
||||
|
||||
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
|
||||
|
||||
GFXTextureObject *matInfoTexObject = matInfoTexTarget->getTexture();
|
||||
if (!matInfoTexObject) return;
|
||||
|
||||
GFX->setTexture(1, matInfoTexObject);
|
||||
|
||||
if (probeInfo->mCubemap && !probeInfo->mCubemap->isNull())
|
||||
{
|
||||
GFX->setCubeTexture(2, probeInfo->mCubemap->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setCubeTexture(2, NULL);
|
||||
}
|
||||
|
||||
if (probeInfo->mIrradianceCubemap && !probeInfo->mIrradianceCubemap->isNull())
|
||||
{
|
||||
GFX->setCubeTexture(3, probeInfo->mIrradianceCubemap->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setCubeTexture(3, NULL);
|
||||
}
|
||||
|
||||
if (probeInfo->mBRDFTexture && !probeInfo->mBRDFTexture->isNull())
|
||||
{
|
||||
GFX->setTexture(4, probeInfo->mBRDFTexture->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setTexture(4, NULL);
|
||||
}
|
||||
|
||||
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
{
|
||||
matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
{
|
||||
matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool SkylightMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
|
||||
{
|
||||
bool success = Parent::init(features, vertexFormat);
|
||||
|
||||
// If the initialization failed don't continue.
|
||||
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SkylightMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
|
||||
{
|
||||
// Go no further if the material failed to initialize properly.
|
||||
if (!mProcessedMaterial ||
|
||||
mProcessedMaterial->getNumPasses() == 0)
|
||||
return false;
|
||||
|
||||
bool bRetVal = Parent::setupPass(state, sgData);;
|
||||
|
||||
AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
|
||||
const RenderPassData *rpd = mProcessedMaterial->getPass(0);
|
||||
AssertFatal(rpd, "No render pass data!");
|
||||
AssertFatal(rpd->mRenderStates[0], "No render state 0!");
|
||||
|
||||
if (!mProjectionState)
|
||||
{
|
||||
GFXStateBlockDesc desc;
|
||||
desc.setZReadWrite(false);
|
||||
desc.zWriteEnable = false;
|
||||
desc.setCullMode(GFXCullNone);
|
||||
desc.setBlend(true, GFXBlendOne, GFXBlendOne);
|
||||
mProjectionState = GFX->createStateBlock(desc);
|
||||
}
|
||||
// Now override stateblock with our own
|
||||
GFX->setStateBlock(mProjectionState);
|
||||
|
||||
return bRetVal;
|
||||
}
|
||||
|
||||
RenderProbeMgr::SkylightMaterialInfo* RenderProbeMgr::_getSkylightMaterial()
|
||||
{
|
||||
PROFILE_SCOPE(AdvancedLightBinManager_getSkylightMaterial);
|
||||
|
||||
//ReflectProbeMaterialInfo *info = NULL;
|
||||
|
||||
if (!mSkylightMaterial)
|
||||
|
||||
// Now create the material info object.
|
||||
mSkylightMaterial = new SkylightMaterialInfo("SklyightMaterial",
|
||||
getGFXVertexFormat<GFXVertexPC>());
|
||||
|
||||
return mSkylightMaterial;
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
ProbeRenderInst::ProbeRenderInst()
|
||||
: mTransform(true),
|
||||
mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
|
||||
mPriority(1.0f),
|
||||
mScore(0.0f),
|
||||
mDebugRender(false),
|
||||
mCubemap(NULL),
|
||||
mRadius(1.0f),
|
||||
mIntensity(1.0f)
|
||||
{
|
||||
}
|
||||
|
||||
ProbeRenderInst::~ProbeRenderInst()
|
||||
{
|
||||
SAFE_DELETE(mCubemap);
|
||||
}
|
||||
|
||||
void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
|
||||
{
|
||||
mTransform = probeInfo->mTransform;
|
||||
mAmbient = probeInfo->mAmbient;
|
||||
mCubemap = probeInfo->mCubemap;
|
||||
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
|
||||
mBRDFTexture = probeInfo->mBRDFTexture;
|
||||
mRadius = probeInfo->mRadius;
|
||||
mIntensity = probeInfo->mIntensity;
|
||||
mProbeShapeType = probeInfo->mProbeShapeType;
|
||||
numPrims = probeInfo->numPrims;
|
||||
numVerts = probeInfo->numVerts;
|
||||
numIndicesForPoly = probeInfo->numIndicesForPoly;
|
||||
mBounds = probeInfo->mBounds;
|
||||
mScore = probeInfo->mScore;
|
||||
mIsSkylight = probeInfo->mIsSkylight;
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
{
|
||||
mSHTerms[i] = probeInfo->mSHTerms[i];
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
{
|
||||
mSHConstants[i] = probeInfo->mSHConstants[i];
|
||||
}
|
||||
}
|
||||
|
||||
void ProbeRenderInst::set(const ProbeInfo *probeInfo)
|
||||
{
|
||||
mTransform = probeInfo->mTransform;
|
||||
mAmbient = probeInfo->mAmbient;
|
||||
mCubemap = probeInfo->mCubemap;
|
||||
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
|
||||
mBRDFTexture = probeInfo->mBRDFTexture;
|
||||
mRadius = probeInfo->mRadius;
|
||||
mIntensity = probeInfo->mIntensity;
|
||||
mProbeShapeType = probeInfo->mProbeShapeType;
|
||||
numPrims = probeInfo->numPrims;
|
||||
numVerts = probeInfo->numVerts;
|
||||
numIndicesForPoly = probeInfo->numIndicesForPoly;
|
||||
mBounds = probeInfo->mBounds;
|
||||
mScore = probeInfo->mScore;
|
||||
mIsSkylight = probeInfo->mIsSkylight;
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
{
|
||||
mSHTerms[i] = probeInfo->mSHTerms[i];
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
{
|
||||
mSHConstants[i] = probeInfo->mSHConstants[i];
|
||||
}
|
||||
}
|
||||
|
||||
void ProbeRenderInst::getWorldToLightProj(MatrixF *outMatrix) const
|
||||
{
|
||||
*outMatrix = getTransform();
|
||||
outMatrix->inverse();
|
||||
}
|
||||
213
Engine/source/renderInstance/renderProbeMgr.h
Normal file
213
Engine/source/renderInstance/renderProbeMgr.h
Normal file
|
|
@ -0,0 +1,213 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 RENDER_PROBE_MGR_H
|
||||
#define RENDER_PROBE_MGR_H
|
||||
|
||||
#ifndef _RENDERBINMANAGER_H_
|
||||
#include "renderInstance/renderBinManager.h"
|
||||
#endif
|
||||
#ifndef _MATINSTANCE_H_
|
||||
#include "materials/matInstance.h"
|
||||
#endif
|
||||
#ifndef _MATTEXTURETARGET_H_
|
||||
#include "materials/matTextureTarget.h"
|
||||
#endif
|
||||
#ifndef _GFXPRIMITIVEBUFFER_H_
|
||||
#include "gfx/gfxPrimitiveBuffer.h"
|
||||
#endif
|
||||
#ifndef _GFXVERTEXBUFFER_H_
|
||||
#include "gfx/gfxVertexBuffer.h"
|
||||
#endif
|
||||
|
||||
class ReflectProbeMatInstance : public MatInstance
|
||||
{
|
||||
typedef MatInstance Parent;
|
||||
protected:
|
||||
MaterialParameterHandle *mProbeParamsSC;
|
||||
bool mInternalPass;
|
||||
|
||||
GFXStateBlockRef mProjectionState;
|
||||
|
||||
public:
|
||||
ReflectProbeMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL){}
|
||||
|
||||
virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
|
||||
virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
|
||||
};
|
||||
|
||||
class SkylightMatInstance : public MatInstance
|
||||
{
|
||||
typedef MatInstance Parent;
|
||||
protected:
|
||||
MaterialParameterHandle * mSkylightParamsSC;
|
||||
bool mInternalPass;
|
||||
|
||||
GFXStateBlockRef mProjectionState;
|
||||
|
||||
public:
|
||||
SkylightMatInstance(Material &mat) : Parent(mat), mSkylightParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
|
||||
|
||||
virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
|
||||
virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
|
||||
};
|
||||
|
||||
//**************************************************************************
|
||||
// RenderObjectMgr
|
||||
//**************************************************************************
|
||||
class RenderProbeMgr : public RenderBinManager
|
||||
{
|
||||
typedef RenderBinManager Parent;
|
||||
public:
|
||||
typedef GFXVertexPNTT FarFrustumQuadVert;
|
||||
|
||||
protected:
|
||||
struct ReflectProbeMaterialInfo
|
||||
{
|
||||
ReflectProbeMatInstance *matInstance;
|
||||
|
||||
// { zNear, zFar, 1/zNear, 1/zFar }
|
||||
MaterialParameterHandle *zNearFarInvNearFar;
|
||||
|
||||
// Far frustum plane (World Space)
|
||||
MaterialParameterHandle *farPlane;
|
||||
|
||||
// Far frustum plane (View Space)
|
||||
MaterialParameterHandle *vsFarPlane;
|
||||
|
||||
// -dot( farPlane, eyePos )
|
||||
MaterialParameterHandle *negFarPlaneDotEye;
|
||||
|
||||
// Inverse View matrix
|
||||
MaterialParameterHandle *invViewMat;
|
||||
|
||||
// Light Parameters
|
||||
MaterialParameterHandle *probeLSPos;
|
||||
MaterialParameterHandle *probeWSPos;
|
||||
MaterialParameterHandle *attenuation;
|
||||
MaterialParameterHandle *radius;
|
||||
|
||||
MaterialParameterHandle *useCubemap;
|
||||
MaterialParameterHandle *cubemap;
|
||||
|
||||
MaterialParameterHandle *eyePosWorld;
|
||||
MaterialParameterHandle *bbMin;
|
||||
MaterialParameterHandle *bbMax;
|
||||
|
||||
MaterialParameterHandle *useSphereMode;
|
||||
|
||||
MaterialParameterHandle *shTerms[9];
|
||||
MaterialParameterHandle *shConsts[5];
|
||||
|
||||
ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
|
||||
|
||||
virtual ~ReflectProbeMaterialInfo();
|
||||
|
||||
|
||||
void setViewParameters(const F32 zNear,
|
||||
const F32 zFar,
|
||||
const Point3F &eyePos,
|
||||
const PlaneF &farPlane,
|
||||
const PlaneF &_vsFarPlane,
|
||||
const MatrixF &_inverseViewMatrix);
|
||||
|
||||
void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
|
||||
};
|
||||
|
||||
struct SkylightMaterialInfo
|
||||
{
|
||||
SkylightMatInstance *matInstance;
|
||||
|
||||
// { zNear, zFar, 1/zNear, 1/zFar }
|
||||
MaterialParameterHandle *zNearFarInvNearFar;
|
||||
|
||||
// Far frustum plane (World Space)
|
||||
MaterialParameterHandle *farPlane;
|
||||
|
||||
// Far frustum plane (View Space)
|
||||
MaterialParameterHandle *vsFarPlane;
|
||||
|
||||
// -dot( farPlane, eyePos )
|
||||
MaterialParameterHandle *negFarPlaneDotEye;
|
||||
|
||||
// Inverse View matrix
|
||||
MaterialParameterHandle *invViewMat;
|
||||
|
||||
MaterialParameterHandle *useCubemap;
|
||||
MaterialParameterHandle *cubemap;
|
||||
|
||||
MaterialParameterHandle *eyePosWorld;
|
||||
|
||||
MaterialParameterHandle *shTerms[9];
|
||||
MaterialParameterHandle *shConsts[5];
|
||||
|
||||
SkylightMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
|
||||
|
||||
virtual ~SkylightMaterialInfo();
|
||||
|
||||
|
||||
void setViewParameters(const F32 zNear,
|
||||
const F32 zFar,
|
||||
const Point3F &eyePos,
|
||||
const PlaneF &farPlane,
|
||||
const PlaneF &_vsFarPlane,
|
||||
const MatrixF &_inverseViewMatrix);
|
||||
|
||||
void setSkylightParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
|
||||
};
|
||||
|
||||
GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
|
||||
|
||||
GFXVertexBufferHandle<GFXVertexPC> getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives);
|
||||
|
||||
// Convex geometry for lights
|
||||
GFXVertexBufferHandle<GFXVertexPC> mSphereGeometry;
|
||||
|
||||
GFXPrimitiveBufferHandle mSphereIndices;
|
||||
|
||||
U32 mSpherePrimitiveCount;
|
||||
|
||||
public:
|
||||
RenderProbeMgr();
|
||||
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
|
||||
|
||||
// RenderBinMgr
|
||||
void _setupPerFrameParameters(const SceneRenderState *state);
|
||||
virtual void addElement(RenderInst *inst);
|
||||
virtual void render(SceneRenderState * state);
|
||||
|
||||
// ConsoleObject
|
||||
static void initPersistFields();
|
||||
DECLARE_CONOBJECT(RenderProbeMgr);
|
||||
|
||||
ReflectProbeMaterialInfo* mReflectProbeMaterial;
|
||||
ReflectProbeMaterialInfo* _getReflectProbeMaterial();
|
||||
|
||||
SkylightMaterialInfo* mSkylightMaterial;
|
||||
SkylightMaterialInfo* _getSkylightMaterial();
|
||||
|
||||
// Add a reflection probe to the bin
|
||||
void addSkylightProbe(ProbeRenderInst *probeInfo);
|
||||
void addSphereReflectionProbe(ProbeRenderInst *probeInfo);
|
||||
void addConvexReflectionProbe(ProbeRenderInst *probeInfo);
|
||||
};
|
||||
|
||||
#endif // RENDER_PROBE_MGR_H
|
||||
Loading…
Add table
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Reference in a new issue