WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.

This commit is contained in:
Areloch 2019-03-24 18:18:44 -05:00
parent ead78ec588
commit 399088d09e
10 changed files with 485 additions and 159 deletions

View file

@ -631,7 +631,7 @@ void ReflectionProbe::processStaticCubemap()
IBLUtilities::SaveCubeMap(getPrefilterMapPath(), mPrefilterMap->mCubemap);
}
mProbeInfo->mCubemap = mPrefilterMap->mCubemap;
mProbeInfo->mPrefilterCubemap = mPrefilterMap->mCubemap;
mProbeInfo->mIrradianceCubemap = mIrridianceMap->mCubemap;
}
@ -647,7 +647,7 @@ void ReflectionProbe::updateMaterial()
{
if (mPrefilterMap != nullptr && mPrefilterMap->mCubemap.isValid())
{
mProbeInfo->mCubemap = mPrefilterMap->mCubemap;
mProbeInfo->mPrefilterCubemap = mPrefilterMap->mCubemap;
}
else
{
@ -667,7 +667,7 @@ void ReflectionProbe::updateMaterial()
{
if (mReflectionModeType == DynamicCubemap && !mDynamicCubemap.isNull())
{
mProbeInfo->mCubemap = mDynamicCubemap;
mProbeInfo->mPrefilterCubemap = mDynamicCubemap;
mProbeInfo->mCubeReflector.registerReflector(this, reflectorDesc); //need to decide how we wanna do the reflectorDesc. static name or a field
}
@ -684,6 +684,9 @@ void ReflectionProbe::updateMaterial()
mProbeInfo->mIsEnabled = false;
PROBEMGR->updateProbes();
if (mProbeInfo->mPrefilterCubemap->isInitialized() && mProbeInfo->mIrradianceCubemap->isInitialized())
PROBEMGR->updateProbeTexture(mProbeInfo);
}
bool ReflectionProbe::createClientResources()

View file

@ -141,7 +141,7 @@ void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
mSRView->GetDesc(&viewDesc);
mMipMapLevels = viewDesc.TextureCube.MipLevels;
}
mInitialized = true;
}
void GFXD3D11Cubemap::initStatic(DDSFile *dds)
@ -208,7 +208,6 @@ void GFXD3D11Cubemap::initStatic(DDSFile *dds)
{
AssertFatal(false, "GFXD3D11Cubemap::initStatic(DDSFile *dds) - CreateTexture2D call failure");
}
mInitialized = true;
}
void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
@ -331,7 +330,7 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLeve
}
SAFE_RELEASE(depthTex);
mInitialized = true;
}
//-----------------------------------------------------------------------------
@ -392,10 +391,11 @@ GFXD3D11CubemapArray::~GFXD3D11CubemapArray()
SAFE_RELEASE(mTexture);
}
void GFXD3D11CubemapArray::initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
//TODO: really need a common private 'init' function to avoid code double up with these init* functions
void GFXD3D11CubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
{
AssertFatal(cubemaps, "GFXD3D11CubemapArray - Got null GFXCubemapHandle!");
AssertFatal(*cubemaps, "GFXD3D11CubemapArray - Got empty cubemap!");
AssertFatal(cubemaps, "GFXD3D11CubemapArray::initStatic - Got null GFXCubemapHandle!");
AssertFatal(*cubemaps, "GFXD3D11CubemapArray::initStatic - Got empty cubemap!");
//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
mSize = cubemaps[0]->getSize();
@ -424,7 +424,7 @@ void GFXD3D11CubemapArray::initStatic(GFXCubemapHandle *cubemaps, const U32 cube
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11CubemapArray:initStatic(GFXCubemap *cubemaps,const U32 cubemapCount) - CreateTexture2D failure");
AssertFatal(false, "GFXD3D11CubemapArray::initStatic - CreateTexture2D failure");
for (U32 i = 0; i < cubemapCount; i++)
{
@ -434,7 +434,7 @@ void GFXD3D11CubemapArray::initStatic(GFXCubemapHandle *cubemaps, const U32 cube
{
Con::printf("Trying to add an invalid Cubemap to a CubemapArray");
//destroy array here first
AssertFatal(false, "GFXD3D11CubemapArray:initStatic(GFXCubemap *cubemaps,const U32 cubemapCount) - invalid cubemap");
AssertFatal(false, "GFXD3D11CubemapArray::initStatic - invalid cubemap");
}
for (U32 face = 0; face < CubeFaces; face++)
@ -460,7 +460,102 @@ void GFXD3D11CubemapArray::initStatic(GFXCubemapHandle *cubemaps, const U32 cube
hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11CubemapArray:initStatic(GFXCubemap *cubemaps,const U32 cubemapCount) - shader resource view creation failure");
AssertFatal(false, "GFXD3D11CubemapArray::initStatic - shader resource view creation failure");
}
//Just allocate the cubemap array but we don't upload any data
void GFXD3D11CubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format)
{
mSize = cubemapFaceSize;
mMipMapLevels = ImageUtil::getMaxMipCount(cubemapFaceSize, cubemapFaceSize);
mNumCubemaps = cubemapCount;
mFormat = format;
//create texture object
UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
desc.Width = mSize;
desc.Height = mSize;
desc.MipLevels = mMipMapLevels;
desc.ArraySize = CubeFaces * cubemapCount;
desc.Format = GFXD3D11TextureFormat[mFormat];
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = bindFlags;
desc.MiscFlags = miscFlags;
desc.CPUAccessFlags = 0;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11CubemapArray::initStatic - CreateTexture2D failure");
//create shader resource view
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
SMViewDesc.Format = GFXD3D11TextureFormat[mFormat];
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
SMViewDesc.TextureCubeArray.MipLevels = mMipMapLevels;
SMViewDesc.TextureCubeArray.MostDetailedMip = 0;
SMViewDesc.TextureCubeArray.NumCubes = mNumCubemaps;
SMViewDesc.TextureCubeArray.First2DArrayFace = 0;
hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11CubemapArray::initStatic - shader resource view creation failure");
}
void GFXD3D11CubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32 slot)
{
AssertFatal(slot <= mNumCubemaps, "GFXD3D11CubemapArray::updateTexture - trying to update a cubemap texture that is out of bounds!");
GFXD3D11Cubemap *pCubeObj = static_cast<GFXD3D11Cubemap*>((GFXCubemap*)cubemap);
ID3D11Resource *pDstRes = pCubeObj->get2DTex();
for (U32 face = 0; face < CubeFaces; face++)
{
const U32 arraySlice = face + CubeFaces * slot;
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{
const U32 srcSubResource = D3D11CalcSubresource(currentMip, face, mMipMapLevels);
const U32 dstSubResource = D3D11CalcSubresource(currentMip, arraySlice, mMipMapLevels);
D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, dstSubResource, 0, 0, 0, pDstRes, srcSubResource, NULL);
}
}
}
void GFXD3D11CubemapArray::copyTo(GFXCubemapArray *pDstCubemap)
{
AssertFatal(pDstCubemap, "GFXD3D11CubemapArray::copyTo - Got null GFXCubemapArray");
const U32 dstCount = pDstCubemap->getNumCubemaps();
const GFXFormat dstFmt = pDstCubemap->getFormat();
const U32 dstSize = pDstCubemap->getSize();
const U32 dstMips = pDstCubemap->getMipMapLevels();
AssertFatal(dstCount > mNumCubemaps, "GFXD3D11CubemapArray::copyTo - Destination too small");
AssertFatal(dstFmt == mFormat, "GFXD3D11CubemapArray::copyTo - Destination format doesn't match");
AssertFatal(dstSize == mSize, "GFXD3D11CubemapArray::copyTo - Destination size doesn't match");
AssertFatal(dstMips == mMipMapLevels, "GFXD3D11CubemapArray::copyTo - Destination mip levels doesn't match");
GFXD3D11CubemapArray *pDstCube = static_cast<GFXD3D11CubemapArray*>(pDstCubemap);
ID3D11Resource *pDstRes = pDstCube->get2DTex();
for (U32 cubeMap = 0; cubeMap < mNumCubemaps; cubeMap++)
{
for (U32 face = 0; face < CubeFaces; face++)
{
const U32 arraySlice = face + CubeFaces * cubeMap;
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{
const U32 subResource = D3D11CalcSubresource(currentMip, arraySlice, mMipMapLevels);
D3D11DEVICECONTEXT->CopySubresourceRegion(pDstRes, subResource, 0, 0, 0, mTexture, subResource, NULL);
}
}
}
}

View file

@ -48,6 +48,8 @@ public:
virtual void zombify();
virtual void resurrect();
virtual bool isInitialized() { return mTexture ? true : false; }
// Get functions
ID3D11ShaderResourceView* getSRView();
ID3D11RenderTargetView* getRTView(U32 faceIdx, U32 mipIndex=0);
@ -81,7 +83,10 @@ class GFXD3D11CubemapArray : public GFXCubemapArray
public:
GFXD3D11CubemapArray();
virtual ~GFXD3D11CubemapArray();
virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format);
virtual void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot);
virtual void copyTo(GFXCubemapArray *pDstCubemap);
virtual void setToTexUnit(U32 tuNum);
ID3D11ShaderResourceView* getSRView() { return mSRView; }

View file

@ -169,8 +169,10 @@ private:
virtual void setToTexUnit(U32 tuNum) { };
public:
virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount) { };
virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount) { };
virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format) { };
virtual void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot) { };
virtual void copyTo(GFXCubemapArray *pDstCubemap) { }
virtual ~GFXNullCubemapArray() {};
virtual void zombify() {}
virtual void resurrect() {}

View file

@ -301,4 +301,9 @@ namespace ImageUtil
return format;
};
}
U32 getMaxMipCount(const U32 width, const U32 height)
{
return mFloor(mLog2(mMax(width, height))) + 1;
}
}

View file

@ -29,6 +29,9 @@
#ifndef _GFXENUMS_H_
#include "gfx/gfxEnums.h"
#endif
#ifndef _MMATHFN_H_
#include "math/mMathFn.h"
#endif
struct DDSFile;
@ -57,6 +60,8 @@ namespace ImageUtil
//convert to sRGB format
GFXFormat toSRGBFormat(const GFXFormat format);
U32 getMaxMipCount(const U32 width, const U32 height);
};
#endif

View file

@ -49,6 +49,7 @@ protected:
U32 mMipMapLevels;
bool mInitialized;
public:
@ -62,6 +63,7 @@ public:
virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0 ) = 0;
void initNormalize(U32 size);
GFXCubemap();
virtual ~GFXCubemap();
@ -71,6 +73,9 @@ public:
/// Returns the face texture format.
virtual GFXFormat getFormat() const = 0;
/// Returns if this cubemap has been initialized
virtual bool isInitialized() { return false; }
/// Returns the cubemap file path set at creation.
const String& getPath() const { return mPath; }
@ -83,7 +88,6 @@ public:
/// Get Z up face index of the cubemap. DDS files will be stored Y up
static U32 zUpFaceIndex(const U32 index);
bool isInitialised() { return mInitialized; }
};
@ -102,32 +106,43 @@ public:
void free() { StrongObjectRef::set( NULL ); }
};
/// Cubemap array
/// Cubemap array - data lives on the GPU only with this class, but the data is not immutable so it can be updated
class GFXCubemapArray : public StrongRefBase, public GFXResource
{
friend class GFXDevice;
friend class GFXTextureManager;
protected:
// should only be called by GFXDevice
/// should only be called by GFXDevice
virtual void setToTexUnit( U32 tuNum ) = 0;
/// number of cubemaps in the array
U32 mNumCubemaps;
/// cubemap face size
U32 mSize;
/// number of mip levels
U32 mMipMapLevels;
/// format
GFXFormat mFormat;
public:
virtual ~GFXCubemapArray() {};
virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount) = 0;
/// Initialize from an array of cubemaps
virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount) = 0;
/// Initialize cubemapCount number of blank cubemaps in the array
virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format) = 0;
/// Update cubemap in the array
virtual void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot) = 0;
/// Copy this cubemap to another - destination must be same format, same face size & at-least the same size(or larger)
virtual void copyTo(GFXCubemapArray *pDstCubemap) = 0;
/// Return number of textures in the array
const U32 getNumCubemaps() const { return mNumCubemaps; }
/// Get the number of mip maps
const U32 getMipMapLevels() const { return mMipMapLevels; }
/// Returns the size of the faces.
const U32 getSize() const { return mSize; }
/// Returns the format
const GFXFormat getFormat() const { return mFormat; }
virtual const String describeSelf() const;
};

View file

@ -78,20 +78,21 @@ ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
mDirty(false),
mPriority(1.0f),
mScore(0.0f),
mCubemap(NULL),
mPrefilterCubemap(NULL),
mIrradianceCubemap(NULL),
mRadius(1.0f),
mProbeRefOffset(0, 0, 0),
mProbeRefScale(1,1,1),
mAtten(0.0)
mAtten(0.0),
mCubemapIndex(0)
{
}
ProbeRenderInst::~ProbeRenderInst()
{
if (mCubemap && mCubemap.isValid())
if (mPrefilterCubemap && mPrefilterCubemap.isValid())
{
mCubemap.free();
mPrefilterCubemap.free();
}
if (mIrradianceCubemap && mIrradianceCubemap.isValid())
{
@ -102,7 +103,7 @@ ProbeRenderInst::~ProbeRenderInst()
void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
{
mTransform = probeInfo->mTransform;
mCubemap = probeInfo->mCubemap;
mPrefilterCubemap = probeInfo->mPrefilterCubemap;
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
mRadius = probeInfo->mRadius;
mProbeShapeType = probeInfo->mProbeShapeType;
@ -183,6 +184,13 @@ RenderProbeMgr::RenderProbeMgr()
mProbeArrayEffect = nullptr;
smProbeManager = this;
mCubeMapCount = 0;
for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
{
mCubeMapSlots[i] = false;
}
}
RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
@ -203,6 +211,37 @@ RenderProbeMgr::~RenderProbeMgr()
mConstantLookup.clear();
}
bool RenderProbeMgr::onAdd()
{
if (!Parent::onAdd())
return false;
mIrradianceArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mPrefilterArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
//pre-allocate a few slots
mIrradianceArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT);
mPrefilterArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT);
mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE;
//create our own default default skylight
mDefaultSkyLight = new ProbeRenderInst;
mDefaultSkyLight->mProbeShapeType = ProbeRenderInst::Skylight;
if (!mDefaultSkyLight->mIrradianceCubemap.set("core/art/pbr/default_irradiance.dds"))
{
Con::errorf("RenderProbeMgr::onAdd: Failed to load default irradiance cubemap");
return false;
}
if (!mDefaultSkyLight->mPrefilterCubemap.set("core/art/pbr/default_prefilter.dds"))
{
Con::errorf("RenderProbeMgr::onAdd: Failed to load default prefilter cubemap");
return false;
}
return true;
}
void RenderProbeMgr::onRemove()
{
Parent::onRemove();
@ -246,6 +285,38 @@ void RenderProbeMgr::registerProbe(U32 probeIdx)
mRegisteredProbes.push_back_unique(probeIdx);
const U32 cubeIndex = _findNextEmptyCubeSlot();
if (cubeIndex == INVALID_CUBE_SLOT)
{
Con::warnf("RenderProbeMgr::addProbe: Invalid cubemap slot.");
return;
}
//check if we need to resize the cubemap array
if (cubeIndex >= mCubeSlotCount)
{
//alloc temp array handles
GFXCubemapArrayHandle irr = GFXCubemapArrayHandle(GFX->createCubemapArray());
GFXCubemapArrayHandle prefilter = GFXCubemapArrayHandle(GFX->createCubemapArray());
irr->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT);
prefilter->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT);
mIrradianceArray->copyTo(irr);
mPrefilterArray->copyTo(prefilter);
//assign the temp handles to the new ones, this will destroy the old ones as well
mIrradianceArray = irr;
mPrefilterArray = prefilter;
mCubeSlotCount += PROBE_ARRAY_SLOT_BUFFER_SIZE;
}
ProbeRenderInst::all[probeIdx]->mCubemapIndex = cubeIndex;
//mark cubemap slot as taken
mCubeMapSlots[cubeIndex] = true;
mCubeMapCount++;
//rebuild our probe data
_setupStaticParameters();
}
@ -258,6 +329,13 @@ void RenderProbeMgr::unregisterProbe(U32 probeIdx)
mRegisteredProbes.remove(probeIdx);
if (ProbeRenderInst::all[probeIdx]->mCubemapIndex == INVALID_CUBE_SLOT)
return;
//mark cubemap slot as available now
mCubeMapSlots[ProbeRenderInst::all[probeIdx]->mCubemapIndex] = false;
mCubeMapCount--;
//rebuild our probe data
_setupStaticParameters();
}
@ -314,6 +392,16 @@ void RenderProbeMgr::_setupStaticParameters()
cubeMaps.clear();
irradMaps.clear();
if (probeCount != 0 && ProbeRenderInst::all[0]->mPrefilterCubemap != nullptr)
{
//Get our mipCount
mMipCount = ProbeRenderInst::all[0]->mPrefilterCubemap.getPointer()->getMipMapLevels();
}
else
{
mMipCount = 1;
}
for (U32 i = 0; i < probeCount; i++)
{
if (mEffectiveProbeCount >= MAXPROBECOUNT)
@ -323,19 +411,23 @@ void RenderProbeMgr::_setupStaticParameters()
if (!curEntry.mIsEnabled)
continue;
if (curEntry.mCubemap.isNull() || curEntry.mIrradianceCubemap.isNull())
if (curEntry.mIsSkylight)
{
skylightPos = curEntry.getPosition();
skylightPrefilterMap = curEntry.mPrefilterCubemap;
skylightIrradMap = curEntry.mIrradianceCubemap;
hasSkylight = true;
continue;
}
if (!curEntry.mCubemap->isInitialised())
continue;
if (!curEntry.mIrradianceCubemap->isInitialised())
continue;
//if (curEntry.mIsSkylight)
//if (curEntry.mCubemap.isNull() || curEntry.mIrradianceCubemap.isNull())
// continue;
mMipCount = curEntry.mCubemap.getPointer()->getMipMapLevels();
//if (!curEntry.mCubemap->isInitialized())
// continue;
//if (!curEntry.mIrradianceCubemap->isInitialized())
// continue;
//Setup
Point3F probePos = curEntry.getPosition();
@ -354,22 +446,40 @@ void RenderProbeMgr::_setupStaticParameters()
curEntry.mAtten,
1);
cubeMaps.push_back(curEntry.mCubemap);
irradMaps.push_back(curEntry.mIrradianceCubemap);
//cubeMaps.push_back(curEntry.mCubemap);
//irradMaps.push_back(curEntry.mIrradianceCubemap);
mEffectiveProbeCount++;
}
if (mEffectiveProbeCount != 0)
{
mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
//mPrefilterArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
//mIrradianceArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
//mPrefilterArray->initStatic(cubeMaps.address(), cubeMaps.size());
//mIrradianceArray->initStatic(irradMaps.address(), irradMaps.size());
}
}
void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probe)
{
S32 probeIdx = ProbeRenderInst::all.find_next(probe);
if (probeIdx != -1) //i mean, the opposite shouldn't even be possible
updateProbeTexture(probeIdx);
}
void RenderProbeMgr::updateProbeTexture(U32 probeIdx)
{
if (probeIdx >= ProbeRenderInst::all.size())
return;
const U32 cubeIndex = ProbeRenderInst::all[probeIdx]->mCubemapIndex;
mIrradianceArray->updateTexture(ProbeRenderInst::all[probeIdx]->mIrradianceCubemap, cubeIndex);
mPrefilterArray->updateTexture(ProbeRenderInst::all[probeIdx]->mPrefilterCubemap, cubeIndex);
}
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
{
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
@ -607,11 +717,11 @@ void RenderProbeMgr::render( SceneRenderState *state )
//updateProbes();
// Early out if nothing to draw.
if (!ProbeRenderInst::all.size() || !RenderProbeMgr::smRenderReflectionProbes || mEffectiveProbeCount == 0
|| !state->isDiffusePass() || cubeMaps.empty() || irradMaps.empty())
if (!ProbeRenderInst::all.size() || !RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (mEffectiveProbeCount == 0
|| mCubeMapCount != 0 && !hasSkylight))
{
getProbeArrayEffect()->setSkip(true);
return;
getProbeArrayEffect()->setSkip(true);
return;
}
GFXTransformSaver saver;
@ -625,10 +735,18 @@ void RenderProbeMgr::render( SceneRenderState *state )
//Array rendering
//U32 probeCount = ProbeRenderInst::all.size();
mProbeArrayEffect->setShaderConst("$hasSkylight", (float)hasSkylight);
if (hasSkylight)
{
mProbeArrayEffect->setCubemapTexture(6, skylightPrefilterMap);
mProbeArrayEffect->setCubemapTexture(7, skylightIrradMap);
}
if (mEffectiveProbeCount != 0)
{
mProbeArrayEffect->setCubemapArrayTexture(4, mCubemapArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradArray);
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);
String useDebugAtten = Con::getVariable("$Probes::showAttenuation", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_ATTENUATION", useDebugAtten);

View file

@ -72,7 +72,7 @@ struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
Point3F mProbeRefScale;
F32 mAtten;
GFXCubemapHandle mCubemap;
GFXCubemapHandle mPrefilterCubemap;
GFXCubemapHandle mIrradianceCubemap;
//Utilized in dynamic reflections
@ -97,6 +97,8 @@ struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
ProbeShapeType mProbeShapeType;
U32 mCubemapIndex;
public:
ProbeRenderInst();
@ -161,6 +163,18 @@ class RenderProbeMgr : public RenderBinManager
Vector<U32> mRegisteredProbes;
//maximum number of allowed probes
static const U32 PROBE_MAX_COUNT = 250;
//maximum number of rendered probes per frame adjust as needed
static const U32 PROBE_MAX_FRAME = 8;
//number of slots to allocate at once in the cubemap array
static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
static const U32 PROBE_IRRAD_SIZE = 32;
static const U32 PROBE_PREFILTER_SIZE = 128;
static const GFXFormat PROBE_FORMAT = GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
static const U32 INVALID_CUBE_SLOT = U32_MAX;
//Array rendering
U32 mEffectiveProbeCount;
S32 mMipCount;
@ -173,6 +187,11 @@ class RenderProbeMgr : public RenderBinManager
Vector<GFXCubemapHandle> cubeMaps;
Vector<GFXCubemapHandle> irradMaps;
bool hasSkylight;
GFXCubemapHandle skylightIrradMap;
GFXCubemapHandle skylightPrefilterMap;
Point4F skylightPos;
AlignedArray<Point4F> mProbePositions;
AlignedArray<Point4F> mProbeBBMin;
AlignedArray<Point4F> mProbeBBMax;
@ -180,8 +199,15 @@ class RenderProbeMgr : public RenderBinManager
AlignedArray<float> mProbeRadius;
AlignedArray<float> mProbeAttenuation;
GFXCubemapArrayHandle mCubemapArray;
GFXCubemapArrayHandle mIrradArray;
//number of cubemaps
U32 mCubeMapCount;
//number of cubemap slots allocated
U32 mCubeSlotCount;
//array of cubemap slots, due to the editor these may be mixed around as probes are added and deleted
bool mCubeMapSlots[PROBE_MAX_COUNT];
GFXCubemapArrayHandle mPrefilterArray;
GFXCubemapArrayHandle mIrradianceArray;
//Utilized in forward rendering
ProbeConstantMap mConstantLookup;
@ -191,10 +217,14 @@ class RenderProbeMgr : public RenderBinManager
//
SimObjectPtr<PostEffect> mProbeArrayEffect;
//Default skylight, used for shape editors, etc
ProbeRenderInst* mDefaultSkyLight;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
virtual ~RenderProbeMgr();
virtual bool onAdd();
virtual void onRemove();
// ConsoleObject
@ -219,6 +249,7 @@ protected:
GFXShaderConstBuffer *shaderConsts);
void _setupStaticParameters();
void updateProbeTexture(U32 probeIdx);
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
virtual void render(SceneRenderState * state);
@ -230,6 +261,7 @@ protected:
public:
// RenderBinMgr
void updateProbes();
void updateProbeTexture(ProbeRenderInst* probe);
/// Returns the active LM.
static inline RenderProbeMgr* getProbeManager();
@ -249,6 +281,16 @@ public:
void bakeProbe(ReflectionProbe *probeInfo);
void bakeProbes();
U32 _findNextEmptyCubeSlot()
{
for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
{
if (!mCubeMapSlots[i])
return i;
}
return INVALID_CUBE_SLOT;
}
};
RenderProbeMgr* RenderProbeMgr::getProbeManager()

View file

@ -29,9 +29,13 @@ uniform float4 bbMaxArray[MAX_PROBES];
uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
#if DEBUGVIZ_CONTRIB
uniform float4 probeContribColors[MAX_PROBES];
uniform float4 probeContribColors[MAX_PROBES];
#endif
TORQUE_UNIFORM_SAMPLERCUBE(skylightPrefilterMap, 6);
TORQUE_UNIFORM_SAMPLERCUBE(skylightIrradMap, 7);
uniform float hasSkylight;
//Probe IBL stuff
struct ProbeData
{
@ -64,17 +68,18 @@ float defineSphereSpaceInfluence(Surface surface, ProbeData probe, float3 wsEyeR
float getDistBoxToPoint(float3 pt, float3 extents)
{
float3 d = max(max(-extents - pt, 0), pt - extents);
return max(max(d.x,d.y),d.z);
float3 d = max(max(-extents - pt, 0), pt - extents);
return max(max(d.x, d.y), d.z);
}
float defineBoxSpaceInfluence(Surface surface, ProbeData probe, float3 wsEyeRay)
{
float3 surfPosLS = mul(probe.worldToLocal, float4(surface.P, 1.0)).xyz;
float atten = probe.attenuation;
float probeattenuationvalue = 0.5; // feed meh
float atten = 1.0 - probeattenuationvalue;
float baseVal = 0.25;
float dist = getDistBoxToPoint(surfPosLS,float3(baseVal,baseVal,baseVal));
return saturate(smoothstep(baseVal+0.0001,atten*baseVal,dist));
float dist = getDistBoxToPoint(surfPosLS, float3(baseVal, baseVal, baseVal));
return saturate(smoothstep(baseVal + 0.0001, atten*baseVal, dist));
}
// Box Projected IBL Lighting
@ -82,12 +87,12 @@ float defineBoxSpaceInfluence(Surface surface, ProbeData probe, float3 wsEyeRay)
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 boxProject(Surface surface, ProbeData probe)
{
float3 RayLS = mul(probe.worldToLocal, float4(surface.R,0.0)).xyz;
float3 PositionLS = mul( probe.worldToLocal, float4(surface.P,1.0)).xyz;
float3 unit = probe.boxMax-probe.boxMin;
float3 plane1vec = (unit/2 - PositionLS) / RayLS;
float3 plane2vec = (-unit/2 - PositionLS) / RayLS;
float3 RayLS = mul(probe.worldToLocal, float4(surface.R, 0.0)).xyz;
float3 PositionLS = mul(probe.worldToLocal, float4(surface.P, 1.0)).xyz;
float3 unit = probe.boxMax - probe.boxMin;
float3 plane1vec = (unit / 2 - PositionLS) / RayLS;
float3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
float3 furthestPlane = max(plane1vec, plane2vec);
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
float3 posonbox = surface.P + surface.R * dist;
@ -99,8 +104,7 @@ float3 iblBoxDiffuse(Surface surface, ProbeData probe)
{
float3 dir = boxProject(surface, probe);
float lod = surface.roughness*cubeMips;
float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probe.probeIdx, lod).xyz;
float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probe.probeIdx, 0).xyz;
if (probe.contribution>0)
return color*probe.contribution;
else
@ -154,129 +158,163 @@ float3 iblSkylightSpecular(Surface surface, ProbeData probe)
return color;
}
float4 main( PFXVertToPix IN ) : SV_TARGET
float4 main(PFXVertToPix IN) : SV_TARGET
{
//unpack normal and linear depth
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
//create surface
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);
Surface surface = createSurface(normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);
//early out if emissive
if (getFlag(surface.matFlag, 0))
{
{
discard;
}
}
float alpha = 1;
int i = 0;
float blendFactor[MAX_PROBES];
float blendSum = 0;
float blendFacSum = 0;
float invBlendSum = 0;
int skyID = 0;
float probehits = 0;
//Set up our struct data
ProbeData probes[MAX_PROBES];
//Process prooooobes
for (i = 0; i < numProbes; ++i)
if (alpha > 0)
{
probes[i].wsPosition = inProbePosArray[i].xyz;
probes[i].radius = probeConfigData[i].g;
probes[i].boxMin = bbMinArray[i].xyz;
probes[i].boxMax = bbMaxArray[i].xyz;
probes[i].refPosition = inRefPosArray[i].xyz;
probes[i].attenuation = probeConfigData[i].b;
probes[i].worldToLocal = worldToObjArray[i];
probes[i].probeIdx = i;
probes[i].type = probeConfigData[i].r;
probes[i].contribution = 0;
if (probes[i].type == 0) //box
{
probes[i].contribution = defineBoxSpaceInfluence(surface, probes[i], IN.wsEyeRay);
probehits++;
}
else if (probes[i].type == 1) //sphere
{
probes[i].contribution = defineSphereSpaceInfluence(surface, probes[i], IN.wsEyeRay);
probehits++;
}
else //skylight
{
//
//probes[i].contribution = defineSkylightInfluence(surface, probes[i], IN.wsEyeRay);
skyID = i;
}
if (probes[i].contribution>1 || probes[i].contribution<0)
probes[i].contribution = 0;
blendSum += probes[i].contribution;
invBlendSum += (1.0f - probes[i].contribution);
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
// And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
// respect constraint B.
// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
// and respect constraint A.
for (i = 0; i < numProbes; i++)
{
if (probehits>1.0)
{
blendFactor[i] = ((probes[i].contribution / blendSum)) / (probehits - 1);
blendFactor[i] *= ((probes[i].contribution) / invBlendSum);
blendFacSum += blendFactor[i];
}
else
{
blendFactor[i] = probes[i].contribution;
blendFacSum = probes[i].contribution;
}
}
// Normalize blendVal
#if DEBUGVIZ_ATTENUATION == 0 //this can likely be removed when we fix the above normalization behavior
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
#endif
//use probehits for sharp cuts when singular,
//blendSum when wanting blend on all edging
if (blendSum>1.0)
{
float invBlendSumWeighted = 1.0f / blendFacSum;
//Process prooooobes
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
probes[i].contribution = blendFactor[i];
probes[i].wsPosition = inProbePosArray[i].xyz;
probes[i].radius = probeConfigData[i].g;
probes[i].boxMin = bbMinArray[i].xyz;
probes[i].boxMax = bbMaxArray[i].xyz;
probes[i].refPosition = inRefPosArray[i].xyz;
probes[i].attenuation = probeConfigData[i].b;
probes[i].worldToLocal = worldToObjArray[i];
probes[i].probeIdx = i;
probes[i].type = probeConfigData[i].r;
probes[i].contribution = 0;
if (probes[i].type == 0) //box
{
probes[i].contribution = defineBoxSpaceInfluence(surface, probes[i], IN.wsEyeRay);
probehits++;
}
else if (probes[i].type == 1) //sphere
{
probes[i].contribution = defineSphereSpaceInfluence(surface, probes[i], IN.wsEyeRay);
probehits++;
}
if (probes[i].contribution>1 || probes[i].contribution<0)
probes[i].contribution = 0;
blendSum += probes[i].contribution;
invBlendSum += (1.0f - probes[i].contribution);
alpha -= probes[i].contribution;
}
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
// And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
// respect constraint B.
// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
// and respect constraint A.
for (i = 0; i < numProbes; i++)
{
if (probehits>1.0)
{
blendFactor[i] = ((probes[i].contribution / blendSum)) / (probehits - 1);
blendFactor[i] *= ((probes[i].contribution) / invBlendSum);
blendFacSum += blendFactor[i];
}
else
{
blendFactor[i] = probes[i].contribution;
blendFacSum = probes[i].contribution;
}
}
// Normalize blendVal
#if DEBUGVIZ_ATTENUATION == 0 //this can likely be removed when we fix the above normalization behavior
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
#endif
//use probehits for sharp cuts when singular,
//blendSum when wanting blend on all edging
if (blendSum>1.0)
{
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
probes[i].contribution = blendFactor[i];
alpha -= probes[i].contribution;
}
}
#if DEBUGVIZ_ATTENUATION == 1
float attenVis = 0;
for (i = 0; i < numProbes; ++i)
{
/*float attenVis = 0;
for (i = 0; i < numProbes; ++i)
{
attenVis += probes[i].contribution;
}
return float4(attenVis, attenVis, attenVis, 1);
}
return float4(attenVis, attenVis, attenVis, 1);*/
return float4(alpha, alpha, alpha, 1);
#endif
#if DEBUGVIZ_CONTRIB == 1
float3 finalContribColor = float3(0, 0, 0);
for (i = 0; i < numProbes; ++i)
{
if (probes[i].contribution == 0)
continue;
float3 finalContribColor = float3(0, 0, 0);
for (i = 0; i < numProbes; ++i)
{
if (probes[i].contribution == 0)
continue;
finalContribColor += probes[i].contribution * probeContribColors[i].rgb;
finalContribColor += probes[i].contribution * probeContribColors[i].rgb;
}
return float4(finalContribColor, 1);
#endif
}
return float4(finalContribColor, 1);
if (hasSkylight && alpha == 1)
{
float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
float lod = surface.roughness*cubeMips;
#if DEBUGVIZ_SPECCUBEMAP == 0 && DEBUGVIZ_DIFFCUBEMAP == 0
float3 specular = TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz * (brdf.x + brdf.y);
float3 irradiance = TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz;
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
//energy conservation
float3 kD = 1.0.xxx - F;
kD *= 1.0 - surface.metalness;
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular * surface.ao, alpha);
return finalColor;
#elif DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0
float3 specular = TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz;
float4 finalColor = float4(specular, 1);
return finalColor;
#elif DEBUGVIZ_DIFFCUBEMAP == 1
float3 irradiance = TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz;
float4 finalColor = float4(irradiance, 1);
return finalColor;
#endif
}
#if DEBUGVIZ_SPECCUBEMAP == 0 && DEBUGVIZ_DIFFCUBEMAP == 0
@ -292,17 +330,15 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
{
if (probes[i].contribution == 0)
continue;
if (probes[i].type == 2) //skip skylight
continue;
irradiance += iblBoxDiffuse(surface, probes[i]);
specular += F*iblBoxSpecular(surface, probes[i]);
contrib +=probes[i].contribution;
contrib += probes[i].contribution;
}
contrib = saturate(contrib);
irradiance = lerp(iblSkylightDiffuse(surface, probes[skyID]),irradiance,contrib);
specular = lerp(F*iblSkylightSpecular(surface, probes[skyID]),specular,contrib);
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
@ -328,7 +364,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
return float4(cubeColor, 1);
#elif DEBUGVIZ_DIFFCUBEMAP == 1
float3 cubeColor = float3(0, 0, 0);
for (i = 0; i < numProbes; ++i)
{