mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
Shifted to the static-list arrangement for probe instance tracking to help performance as well as drastically streamline the data submission/material instance flow for probe rendering.
This commit is contained in:
parent
9e88e9feca
commit
57f8549abe
22 changed files with 901 additions and 1250 deletions
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@ -46,7 +46,7 @@ S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
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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* 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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@ -59,22 +59,18 @@ S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
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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 -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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@ -85,12 +81,12 @@ void RenderProbeMgr::initPersistFields()
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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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//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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/*internalAddElement(inst);
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ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
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@ -104,7 +100,7 @@ void RenderProbeMgr::addElement(RenderInst *inst)
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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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}
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//remove
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@ -112,134 +108,6 @@ void RenderProbeMgr::addElement(RenderInst *inst)
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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];
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pVert[i].point = cubePoints[vdx] * halfSize;
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}
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probeInfo->vertBuffer.unlock();
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// Fill the primitive buffer
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U16 *pIdx = NULL;
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probeInfo->primBuffer.set(GFX, 36, 12, GFXBufferTypeStatic);
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probeInfo->primBuffer.lock(&pIdx);
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for (U16 i = 0; i < 36; i++)
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pIdx[i] = i;
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probeInfo->primBuffer.unlock();
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probeInfo->numPrims = 12;
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if (!mReflectProbeMaterial)
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mReflectProbeMaterial = _getReflectProbeMaterial();
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//
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// mReflectProbeBin.push_back(pEntry);
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}
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void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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{
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PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
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@ -298,18 +166,22 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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//inverseViewMatrix = MatrixF::Identity;
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// Parameters calculated, assign them to the materials
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if (mSkylightMaterial != nullptr && mSkylightMaterial->matInstance != nullptr)
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ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
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if (skylightMat != nullptr && skylightMat->matInstance != nullptr)
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{
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mSkylightMaterial->setViewParameters(frustum.getNearDist(),
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skylightMat->setViewParameters(frustum.getNearDist(),
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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vsFarPlane, inverseViewMatrix);
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}
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if (mReflectProbeMaterial != nullptr && mReflectProbeMaterial->matInstance != nullptr)
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ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
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if (reflProbeMat != nullptr && reflProbeMat->matInstance != nullptr)
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{
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mReflectProbeMaterial->setViewParameters(frustum.getNearDist(),
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reflProbeMat->setViewParameters(frustum.getNearDist(),
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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@ -325,7 +197,10 @@ void RenderProbeMgr::render( SceneRenderState *state )
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PROFILE_SCOPE(RenderProbeMgr_render);
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// Early out if nothing to draw.
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if(!mElementList.size())
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if (!ProbeRenderInst::all.size())
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return;
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if (!ProbeManager::smRenderReflectionProbes)
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return;
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GFXTransformSaver saver;
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@ -345,6 +220,9 @@ void RenderProbeMgr::render( SceneRenderState *state )
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if (probeLightingTargetRef.isNull())
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return;
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//Do a quick pass to update our probes if they're dirty
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PROBEMGR->updateDirtyProbes();
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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, diffuseLightingTarget->getTexture());
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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color1, specularLightingTarget->getTexture());
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@ -369,22 +247,28 @@ void RenderProbeMgr::render( SceneRenderState *state )
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_setupPerFrameParameters(state);
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//Order the probes by size, biggest to smallest
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dQsort(mElementList.address(), mElementList.size(), sizeof(const MainSortElem), AscendingReflectProbeInfluence);
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//dQsort(mElementList.address(), mElementList.size(), sizeof(const MainSortElem), AscendingReflectProbeInfluence);
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//Specular
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PROFILE_START(RenderProbeManager_ReflectProbeRender);
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for (U32 i = 0; i<mElementList.size(); i++)
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ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
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ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
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for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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{
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ProbeRenderInst *curEntry = static_cast<ProbeRenderInst*>(mElementList[i].inst);
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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if (!curEntry->mIsEnabled)
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continue;
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if (curEntry->numPrims == 0)
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continue;
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if (curEntry->mIsSkylight && (!mSkylightMaterial || !mSkylightMaterial->matInstance))
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if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
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continue;
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if (!curEntry->mIsSkylight && (!mReflectProbeMaterial || !mReflectProbeMaterial->matInstance))
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if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
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break;
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//Setup
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@ -392,7 +276,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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if (!curEntry->mIsSkylight)
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{
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if (curEntry->mProbeShapeType == ProbeInfo::Sphere)
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if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
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probeTrans.scale(curEntry->mRadius * 1.01f);
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}
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else
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@ -403,9 +287,9 @@ void RenderProbeMgr::render( SceneRenderState *state )
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sgData.objTrans = &probeTrans;
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if(curEntry->mIsSkylight)
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mSkylightMaterial->setSkylightParameters(curEntry, state, worldToCameraXfm);
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skylightMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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else
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mReflectProbeMaterial->setProbeParameters(curEntry, state, worldToCameraXfm);
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reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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// Set geometry
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GFX->setVertexBuffer(curEntry->vertBuffer);
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@ -413,24 +297,24 @@ void RenderProbeMgr::render( SceneRenderState *state )
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if (curEntry->mIsSkylight)
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{
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while (mSkylightMaterial->matInstance->setupPass(state, sgData))
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while (skylightMat->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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matrixSet.setWorld(*sgData.objTrans);
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mSkylightMaterial->matInstance->setTransforms(matrixSet, state);
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mSkylightMaterial->matInstance->setSceneInfo(state, sgData);
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skylightMat->matInstance->setTransforms(matrixSet, state);
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skylightMat->matInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
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}
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}
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else
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{
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while (mReflectProbeMaterial->matInstance->setupPass(state, sgData))
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while (reflProbeMat->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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matrixSet.setWorld(*sgData.objTrans);
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mReflectProbeMaterial->matInstance->setTransforms(matrixSet, state);
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mReflectProbeMaterial->matInstance->setSceneInfo(state, sgData);
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reflProbeMat->matInstance->setTransforms(matrixSet, state);
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reflProbeMat->matInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
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}
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@ -440,7 +324,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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probeLightingTargetRef->resolve();
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GFX->popActiveRenderTarget();
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PROBEMGR->unregisterAllProbes();
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//PROBEMGR->unregisterAllProbes();
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PROFILE_END();
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GFX->setVertexBuffer(NULL);
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@ -448,514 +332,4 @@ void RenderProbeMgr::render( SceneRenderState *state )
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// Fire off a signal to let others know that light-bin rendering is ending now
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//getRenderSignal().trigger(state, this);
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}
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//
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RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
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const GFXVertexFormat *vertexFormat)
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: matInstance(NULL),
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zNearFarInvNearFar(NULL),
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farPlane(NULL),
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vsFarPlane(NULL),
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negFarPlaneDotEye(NULL),
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probeWSPos(NULL),
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attenuation(NULL),
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radius(NULL),
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invViewMat(NULL)
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{
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Material *mat = MATMGR->getMaterialDefinitionByName(matName);
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if (!mat)
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return;
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matInstance = new ReflectProbeMatInstance(*mat);
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const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
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for (U32 i = 0; i < macros.size(); i++)
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matInstance->addShaderMacro(macros[i].name, macros[i].value);
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matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
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attenuation = matInstance->getMaterialParameterHandle("$attenuation");
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radius = matInstance->getMaterialParameterHandle("$radius");
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probeLSPos = matInstance->getMaterialParameterHandle("$probeLSPos");
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probeWSPos = matInstance->getMaterialParameterHandle("$probeWSPos");
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farPlane = matInstance->getMaterialParameterHandle("$farPlane");
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vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
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negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
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zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
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invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
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useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
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cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
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cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
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eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
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bbMin = matInstance->getMaterialParameterHandle("$bbMin");
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bbMax = matInstance->getMaterialParameterHandle("$bbMax");
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useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
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for(U32 i=0; i < 9; i++)
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shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d",i));
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for (U32 i = 0; i < 5; i++)
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shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
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}
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RenderProbeMgr::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
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{
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SAFE_DELETE(matInstance);
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}
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void RenderProbeMgr::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
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const F32 _zFar,
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const Point3F &_eyePos,
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const PlaneF &_farPlane,
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const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
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{
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MaterialParameters *matParams = matInstance->getMaterialParameters();
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matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
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matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
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if (negFarPlaneDotEye->isValid())
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{
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// -dot( farPlane, eyePos )
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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() + probeInfo->mProbePosOffset;
|
||||
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
||||
matParams->setSafe(probeWSPos, probePos);
|
||||
|
||||
worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
||||
matParams->setSafe(probeLSPos, probePos);
|
||||
|
||||
// Get the attenuation falloff ratio and normalize it.
|
||||
Point3F attenRatio = Point3F(0.0f, 1.0f, 1.0f);
|
||||
F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
|
||||
if (total > 0.0f)
|
||||
attenRatio /= total;
|
||||
|
||||
F32 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);
|
||||
}
|
||||
|
||||
if(probeInfo->mCubemap->isValid())
|
||||
matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap->getPointer()->getMipMapLevels(),2.0f));
|
||||
else
|
||||
matParams->setSafe(cubeMips, F32(0.0));
|
||||
|
||||
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, GFXBlendSrcAlpha, 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();
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue