Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP

# Conflicts:
#	Engine/source/renderInstance/renderProbeMgr.cpp
This commit is contained in:
Azaezel 2019-02-15 09:15:51 -06:00
commit 5d48af3729
21 changed files with 1681 additions and 1523 deletions

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@ -0,0 +1,232 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/lighting/boxEnvironmentProbe.h"
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "materials/baseMatInstance.h"
#include "console/engineAPI.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxTransformSaver.h"
#include "math/mathUtils.h"
#include "gfx/bitmap/gBitmap.h"
#include "core/stream/fileStream.h"
#include "core/fileObject.h"
#include "core/resourceManager.h"
#include "console/simPersistId.h"
#include "T3D/gameFunctions.h"
#include "postFx/postEffect.h"
#include "renderInstance/renderProbeMgr.h"
#include "renderInstance/renderProbeMgr.h"
#include "math/util/sphereMesh.h"
#include "materials/materialManager.h"
#include "math/util/matrixSet.h"
#include "gfx/bitmap/cubemapSaver.h"
#include "materials/materialFeatureTypes.h"
#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/bitmap/imageUtils.h"
#include "T3D/lighting/IBLUtilities.h"
extern bool gEditingMission;
extern ColorI gCanvasClearColor;
IMPLEMENT_CO_NETOBJECT_V1(BoxEnvironmentProbe);
ConsoleDocClass(BoxEnvironmentProbe,
"@brief An example scene object which renders a mesh.\n\n"
"This class implements a basic SceneObject that can exist in the world at a "
"3D position and render itself. There are several valid ways to render an "
"object in Torque. This class implements the preferred rendering method which "
"is to submit a MeshRenderInst along with a Material, vertex buffer, "
"primitive buffer, and transform and allow the RenderMeshMgr handle the "
"actual setup and rendering for you.\n\n"
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n");
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
BoxEnvironmentProbe::BoxEnvironmentProbe() : ReflectionProbe()
{
mCaptureMask = REFLECTION_PROBE_CAPTURE_TYPEMASK;
}
BoxEnvironmentProbe::~BoxEnvironmentProbe()
{
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void BoxEnvironmentProbe::initPersistFields()
{
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
void BoxEnvironmentProbe::inspectPostApply()
{
Parent::inspectPostApply();
mDirty = true;
// Flag the network mask to send the updates
// to the client object
setMaskBits(-1);
}
bool BoxEnvironmentProbe::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void BoxEnvironmentProbe::onRemove()
{
Parent::onRemove();
}
void BoxEnvironmentProbe::setTransform(const MatrixF & mat)
{
// Let SceneObject handle all of the matrix manipulation
Parent::setTransform(mat);
mDirty = true;
// Dirty our network mask so that the new transform gets
// transmitted to the client object
setMaskBits(TransformMask);
}
U32 BoxEnvironmentProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
// Allow the Parent to get a crack at writing its info
U32 retMask = Parent::packUpdate(conn, mask, stream);
return retMask;
}
void BoxEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
{
// Let the Parent read any info it sent
Parent::unpackUpdate(conn, stream);
}
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void BoxEnvironmentProbe::updateProbeParams()
{
Parent::updateProbeParams();
mProbeInfo->mProbeShapeType = ProbeRenderInst::Box;
}
void BoxEnvironmentProbe::prepRenderImage(SceneRenderState *state)
{
if (!mEnabled || !ReflectionProbe::smRenderPreviewProbes)
return;
//special hook-in for BoxEnvironmentProbes
Point3F camPos = state->getCameraPosition();
mProbeInfo->mBounds.setCenter(camPos);
mProbeInfo->setPosition(camPos);
if (ReflectionProbe::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
{
GFXTransformSaver saver;
// Calculate the distance of this object from the camera
Point3F cameraOffset;
getRenderTransform().getColumn(3, &cameraOffset);
cameraOffset -= state->getDiffuseCameraPosition();
F32 dist = cameraOffset.len();
if (dist < 0.01f)
dist = 0.01f;
// Set up the LOD for the shape
F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
// Make sure we have a valid level of detail
if (mEditorShapeInst->getCurrentDetail() < 0)
return;
BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
setPreviewMatParameters(state, probePrevMat);
// GFXTransformSaver is a handy helper class that restores
// the current GFX matrices to their original values when
// it goes out of scope at the end of the function
// Set up our TS render state
TSRenderState rdata;
rdata.setSceneState(state);
rdata.setFadeOverride(1.0f);
// We might have some forward lit materials
// so pass down a query to gather lights.
LightQuery query;
query.init(getWorldSphere());
rdata.setLightQuery(&query);
// Set the world matrix to the objects render transform
MatrixF mat = getRenderTransform();
mat.scale(Point3F(1, 1, 1));
GFX->setWorldMatrix(mat);
// Animate the the shape
mEditorShapeInst->animate();
// Allow the shape to submit the RenderInst(s) for itself
mEditorShapeInst->render(rdata);
saver.restore();
}
// If the light is selected or light visualization
// is enabled then register the callback.
const bool isSelectedInEditor = (gEditingMission && isSelected());
if (isSelectedInEditor)
{
}
}
void BoxEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
{
Parent::setPreviewMatParameters(renderState, mat);
}

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@ -0,0 +1,116 @@
//-----------------------------------------------------------------------------
// 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 BOX_ENVIRONMENT_PROBE_H
#define BOX_ENVIRONMENT_PROBE_H
#ifndef REFLECTIONPROBE_H
#include "T3D/lighting/reflectionProbe.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#include "lighting/lightInfo.h"
#ifndef _RENDERPASSMANAGER_H_
#include "renderInstance/renderPassManager.h"
#endif
class BaseMatInstance;
//-----------------------------------------------------------------------------
// This class implements a basic SceneObject that can exist in the world at a
// 3D position and render itself. There are several valid ways to render an
// object in Torque. This class implements the preferred rendering method which
// is to submit a MeshRenderInst along with a Material, vertex buffer,
// primitive buffer, and transform and allow the RenderMeshMgr handle the
// actual setup and rendering for you.
//-----------------------------------------------------------------------------
class BoxEnvironmentProbe : public ReflectionProbe
{
typedef ReflectionProbe Parent;
private:
//Debug rendering
static bool smRenderPreviewProbes;
public:
BoxEnvironmentProbe();
virtual ~BoxEnvironmentProbe();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(BoxEnvironmentProbe);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Allows the object to update its editable settings
// from the server object to the client
virtual void inspectPostApply();
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat);
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate(NetConnection *conn, BitStream *stream);
//--------------------------------------------------------------------------
// Object Rendering
// Torque utilizes a "batch" rendering system. This means that it builds a
// list of objects that need to render (via RenderInst's) and then renders
// them all in one batch. This allows it to optimized on things like
// minimizing texture, state, and shader switching by grouping objects that
// use the same Materials.
//--------------------------------------------------------------------------
virtual void updateProbeParams();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage(SceneRenderState *state);
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
};
#endif // BOX_ENVIRONMENT_PROBE_H

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@ -51,6 +51,8 @@
#include "gfx/gfxTextureManager.h"
#include "T3D/lighting/IBLUtilities.h"
#include "scene/reflector.h"
extern bool gEditingMission;
extern ColorI gCanvasClearColor;
bool ReflectionProbe::smRenderPreviewProbes = true;
@ -75,14 +77,6 @@ ImplementEnumType(ReflectProbeType,
{ ProbeRenderInst::Box, "Box", "Box shape" }
EndImplementEnumType;
ImplementEnumType(IndrectLightingModeEnum,
"Type of mesh data available in a shape.\n"
"@ingroup gameObjects")
{ ReflectionProbe::NoIndirect, "No Lighting", "This probe does not provide any local indirect lighting data" },
{ ReflectionProbe::AmbientColor, "Ambient Color", "Adds a flat color to act as the local indirect lighting" },
{ ReflectionProbe::SphericalHarmonics, "Spherical Harmonics", "Creates spherical harmonics data based off the reflection data" },
EndImplementEnumType;
ImplementEnumType(ReflectionModeEnum,
"Type of mesh data available in a shape.\n"
"@ingroup gameObjects")
@ -105,8 +99,6 @@ ReflectionProbe::ReflectionProbe()
mProbeShapeType = ProbeRenderInst::Box;
mIndrectLightingModeType = NoIndirect;
mReflectionModeType = BakedCubemap;
mEnabled = true;
@ -119,7 +111,6 @@ ReflectionProbe::ReflectionProbe()
mUseHDRCaptures = true;
mStaticCubemap = NULL;
mReflectionPath = "";
mProbeUniqueID = "";
mEditorShapeInst = NULL;
@ -168,9 +159,7 @@ void ReflectionProbe::initPersistFields()
addProtectedField("enabled", TypeBool, Offset(mEnabled, ReflectionProbe),
&_setEnabled, &defaultProtectedGetFn, "Regenerate Voxel Grid");
addField("ProbeShape", TypeReflectProbeType, Offset(mProbeShapeType, ReflectionProbe),
"The type of mesh data to use for collision queries.");
addField("radius", TypeF32, Offset(mRadius, ReflectionProbe), "The name of the material used to render the mesh.");
addField("radius", TypeF32, Offset(mRadius, ReflectionProbe), "The name of the material used to render the mesh.");
addField("posOffset", TypePoint3F, Offset(mProbePosOffset, ReflectionProbe), "");
//addProtectedField("EditPosOffset", TypeBool, Offset(mEditPosOffset, ReflectionProbe),
@ -181,9 +170,6 @@ void ReflectionProbe::initPersistFields()
addField("ReflectionMode", TypeReflectionModeEnum, Offset(mReflectionModeType, ReflectionProbe),
"The type of mesh data to use for collision queries.");
addField("reflectionPath", TypeImageFilename, Offset(mReflectionPath, ReflectionProbe),
"The type of mesh data to use for collision queries.");
addField("StaticCubemap", TypeCubemapName, Offset(mCubemapName, ReflectionProbe), "Cubemap used instead of reflection texture if fullReflect is off.");
addProtectedField("Bake", TypeBool, Offset(mBake, ReflectionProbe),
@ -236,7 +222,7 @@ bool ReflectionProbe::_doBake(void *object, const char *index, const char *data)
if (clientProbe)
{
clientProbe->bake(clientProbe->mReflectionPath, 64);
clientProbe->bake();
}
return false;
@ -361,7 +347,6 @@ U32 ReflectionProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream
if (stream->writeFlag(mask & BakeInfoMask))
{
stream->write(mReflectionPath);
stream->write(mProbeUniqueID);
}
@ -372,7 +357,6 @@ U32 ReflectionProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream
if (stream->writeFlag(mask & ModeMask))
{
stream->write((U32)mIndrectLightingModeType);
stream->write((U32)mReflectionModeType);
}
@ -416,7 +400,6 @@ void ReflectionProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
if (stream->readFlag()) // BakeInfoMask
{
stream->read(&mReflectionPath);
stream->read(&mProbeUniqueID);
}
@ -429,10 +412,6 @@ void ReflectionProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
if (stream->readFlag()) // ModeMask
{
U32 indirectModeType = AmbientColor;
stream->read(&indirectModeType);
mIndrectLightingModeType = (IndrectLightingModeType)indirectModeType;
U32 reflectModeType = BakedCubemap;
stream->read(&reflectModeType);
mReflectionModeType = (ReflectionModeType)reflectModeType;
@ -461,6 +440,8 @@ void ReflectionProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
{
updateMaterial();
}
//PROBEMGR->updateProbes();
}
void ReflectionProbe::createGeometry()
@ -484,7 +465,6 @@ void ReflectionProbe::createGeometry()
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void ReflectionProbe::updateProbeParams()
{
if (mProbeInfo == nullptr)
@ -496,19 +476,11 @@ void ReflectionProbe::updateProbeParams()
updateMaterial();
mProbeInfo->mAmbient = LinearColorF(0, 0, 0, 0);
mProbeInfo->mProbeShapeType = mProbeShapeType;
mProbeInfo->mTransform = getWorldTransform();
mProbeInfo->mTransform.inverse();
mProbeInfo->setPosition(getPosition());
//Point3F pos = mProbeInfo->mTransform.getPosition();
//Update the bounds
//mObjBox.minExtents.set(-1, -1, -1);
//mObjBox.maxExtents.set(1, 1, 1);
mProbeInfo->mPosition = getPosition();
mObjScale.set(mRadius, mRadius, mRadius);
@ -584,6 +556,8 @@ void ReflectionProbe::updateMaterial()
if (mReflectionModeType != DynamicCubemap)
{
mProbeInfo->mCubeReflector.unregisterReflector();
if ((mReflectionModeType == BakedCubemap) && !mProbeUniqueID.isEmpty())
{
if (mPrefilterMap != nullptr && mPrefilterMap->mCubemap.isValid())
@ -609,6 +583,8 @@ void ReflectionProbe::updateMaterial()
if (mReflectionModeType == DynamicCubemap && !mDynamicCubemap.isNull())
{
mProbeInfo->mCubemap = mDynamicCubemap;
mProbeInfo->mCubeReflector.registerReflector(this, reflectorDesc); //need to decide how we wanna do the reflectorDesc. static name or a field
}
else
{
@ -616,11 +592,6 @@ void ReflectionProbe::updateMaterial()
}
}
if (mBrdfTexture.isValid())
{
mProbeInfo->mBRDFTexture = &mBrdfTexture;
}
//Make us ready to render
if (mEnabled)
mProbeInfo->mIsEnabled = true;
@ -668,15 +639,6 @@ bool ReflectionProbe::createClientResources()
if (mPrefilterMap->mCubemap.isNull())
Con::errorf("ReflectionProbe::createClientResources() - Unable to load baked prefilter map at %s", getPrefilterMapPath().c_str());
//brdf lookup texture
String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
if (!mBrdfTexture)
{
return false;
}
mResourcesCreated = true;
return true;
@ -703,7 +665,7 @@ void ReflectionProbe::prepRenderImage(SceneRenderState *state)
if (mReflectionModeType == DynamicCubemap && mRefreshRateMS < (Platform::getRealMilliseconds() - mDynamicLastBakeMS))
{
bake("", 32);
bake();
mDynamicLastBakeMS = Platform::getRealMilliseconds();
}
@ -870,244 +832,53 @@ DefineEngineMethod(ReflectionProbe, postApply, void, (), ,
String ReflectionProbe::getPrefilterMapPath()
{
if (mReflectionPath.isEmpty() || mProbeUniqueID.isEmpty())
if (mProbeUniqueID.isEmpty())
{
Con::errorf("ReflectionProbe::getPrefilterMapPath() - We don't have a set output path or persistant id, so no valid path can be provided!");
return "";
}
String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/");
char fileName[256];
dSprintf(fileName, 256, "%s%s_Prefilter.dds", mReflectionPath.c_str(), mProbeUniqueID.c_str());
dSprintf(fileName, 256, "%s%s_Prefilter.dds", path.c_str(), mProbeUniqueID.c_str());
return fileName;
}
String ReflectionProbe::getIrradianceMapPath()
{
if (mReflectionPath.isEmpty() || mProbeUniqueID.isEmpty())
if (mProbeUniqueID.isEmpty())
{
Con::errorf("ReflectionProbe::getIrradianceMapPath() - We don't have a set output path or persistant id, so no valid path can be provided!");
return "";
}
String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/");
char fileName[256];
dSprintf(fileName, 256, "%s%s_Irradiance.dds", mReflectionPath.c_str(), mProbeUniqueID.c_str());
dSprintf(fileName, 256, "%s%s_Irradiance.dds", path.c_str(), mProbeUniqueID.c_str());
return fileName;
}
void ReflectionProbe::bake(String outputPath, S32 resolution, bool renderWithProbes)
void ReflectionProbe::bake()
{
GFXDEBUGEVENT_SCOPE(ReflectionProbe_Bake, ColorI::WHITE);
if (mReflectionModeType == DynamicCubemap)
return;
Con::warnf("ReflectionProbe::bake() - Beginning bake!");
PROBEMGR->bakeProbe(this);
U32 startMSTime = Platform::getRealMilliseconds();
/*PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
if (preCapture)
{
preCapture->setShaderConst("$radius",String::ToString(mRadius));
preCapture->setShaderConst("$captureRez", String::ToString(F32(resolution)));
preCapture->enable();
}
if (deferredShading)
deferredShading->disable();*/
GFXCubemapHandle sceneCaptureCubemap;
if (mReflectionModeType == DynamicCubemap && mDynamicCubemap.isNull())
{
//mCubemap->createMap();
mDynamicCubemap = GFX->createCubemap();
if(mUseHDRCaptures)
mDynamicCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
else
mDynamicCubemap->initDynamic(resolution, GFXFormatB8G8R8A8);
sceneCaptureCubemap = mDynamicCubemap;
}
else if (mReflectionModeType != DynamicCubemap)
{
//Prep our bake path
if (mReflectionPath.isEmpty())
{
Con::errorf("ReflectionProbe::bake() - Unable to bake our captures because probe doesn't have a path set");
return;
}
if (mProbeUniqueID.isEmpty())
{
Con::errorf("ReflectionProbe::bake() - Unable to bake our captures because probe doesn't have a unique ID set");
return;
}
sceneCaptureCubemap = GFX->createCubemap();
if (mUseHDRCaptures)
sceneCaptureCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
else
sceneCaptureCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
}
bool validCubemap = true;
// Save the current transforms so we can restore
// it for child control rendering below.
GFXTransformSaver saver;
//bool saveEditingMission = gEditingMission;
//gEditingMission = false;
//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
bool probeRenderState = RenderProbeMgr::smRenderReflectionProbes;
if (!renderWithProbes)
RenderProbeMgr::smRenderReflectionProbes = false;
for (U32 i = 0; i < 6; ++i)
{
GFXTexHandle blendTex;
blendTex.set(resolution, resolution, GFXFormatR16G16B16A16F, &GFXRenderTargetProfile, "");
GFXTextureTargetRef baseTarget = GFX->allocRenderToTextureTarget();
GFX->clearTextureStateImmediate(0);
baseTarget->attachTexture(GFXTextureTarget::Color0, sceneCaptureCubemap, i);
// Standard view that will be overridden below.
VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
switch (i)
{
case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, -1.0f);
break;
case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, 1.0f);
break;
case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
}
// create camera matrix
VectorF cross = mCross(vUpVec, vLookatPt);
cross.normalizeSafe();
MatrixF matView(true);
matView.setColumn(0, cross);
matView.setColumn(1, vLookatPt);
matView.setColumn(2, vUpVec);
matView.setPosition(getPosition()+mProbePosOffset);
matView.inverse();
// set projection to 90 degrees vertical and horizontal
F32 left, right, top, bottom;
F32 nearPlane = 0.01f;
F32 farDist = 1000.f;
MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
TSShapeInstance::smDetailAdjust *= getNextPow2(resolution);
renderFrame(&baseTarget, matView, frustum, mCaptureMask & EDITOR_RENDER_TYPEMASK, gCanvasClearColor);
TSShapeInstance::smDetailAdjust = detailAdjustBackup;
baseTarget->resolve();
}
if (sceneCaptureCubemap.isValid())
{
validCubemap = true;
mDirty = false;
}
else
{
validCubemap = false;
}
//Now, save out the maps
//create irridiance cubemap
if (validCubemap)
{
bool se = isServerObject();
//Just to ensure we're prepped for the generation
createClientResources();
//Prep it with whatever resolution we've dictated for our bake
if (mUseHDRCaptures)
{
mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
}
else
{
mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
}
//IBLUtilities::GenerateAndSaveIrradianceMap(getIrradianceMapPath(), resolution, sceneCaptureCubemap, mIrridianceMap->mCubemap);
//IBLUtilities::GenerateAndSavePrefilterMap(getPrefilterMapPath(), resolution, sceneCaptureCubemap, mPrefilterMipLevels, mPrefilterMap->mCubemap);
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GenerateIrradianceMap(renderTarget, sceneCaptureCubemap, mIrridianceMap->mCubemap);
IBLUtilities::GeneratePrefilterMap(renderTarget, sceneCaptureCubemap, mPrefilterMipLevels, mPrefilterMap->mCubemap);
IBLUtilities::SaveCubeMap(getIrradianceMapPath(), mIrridianceMap->mCubemap);
IBLUtilities::SaveCubeMap(getPrefilterMapPath(), mPrefilterMap->mCubemap);
}
else
{
Con::errorf("ReflectionProbe::bake() - Didn't generate a valid scene capture cubemap, unable to generate prefilter and irradiance maps!");
}
if(!renderWithProbes)
RenderProbeMgr::smRenderReflectionProbes = probeRenderState;
setMaskBits(-1);
/*if (preCapture)
preCapture->disable();
if (deferredShading)
deferredShading->enable();*/
U32 endMSTime = Platform::getRealMilliseconds();
F32 diffTime = F32(endMSTime - startMSTime);
Con::warnf("ReflectionProbe::bake() - Finished bake! Took %g milliseconds", diffTime);
setMaskBits(CubemapMask);
}
DefineEngineMethod(ReflectionProbe, Bake, void, (String outputPath, S32 resolution, bool renderWithProbes), ("", 64, false),
DefineEngineMethod(ReflectionProbe, Bake, void, (), ,
"@brief returns true if control object is inside the fog\n\n.")
{
ReflectionProbe *clientProbe = (ReflectionProbe*)object->getClientObject();
if (clientProbe)
{
clientProbe->bake(outputPath, resolution, renderWithProbes);
clientProbe->bake();
}
//object->bake(outputPath, resolution);
}

View file

@ -47,7 +47,6 @@
class BaseMatInstance;
//-----------------------------------------------------------------------------
// This class implements a basic SceneObject that can exist in the world at a
// 3D position and render itself. There are several valid ways to render an
@ -60,16 +59,10 @@ class BaseMatInstance;
class ReflectionProbe : public SceneObject
{
typedef SceneObject Parent;
friend class RenderProbeMgr;
public:
enum IndrectLightingModeType
{
NoIndirect = 0,
AmbientColor = 1,
SphericalHarmonics = 2
};
enum ReflectionModeType
{
NoReflection = 0,
@ -114,9 +107,6 @@ protected:
ProbeRenderInst* mProbeInfo;
U32 mProbeInfoIdx;
//Indirect Lighting Contribution stuff
IndrectLightingModeType mIndrectLightingModeType;
//Reflection Contribution stuff
ReflectionModeType mReflectionModeType;
@ -129,6 +119,10 @@ protected:
GFXCubemapHandle mDynamicCubemap;
bool mUseCubemap;
String cubeDescName;
U32 cubeDescId;
ReflectorDesc *reflectorDesc;
///Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures
bool mUseHDRCaptures;
@ -140,10 +134,6 @@ protected:
U32 mPrefilterMipLevels;
U32 mPrefilterSize;
//brdflookup resources - shares the texture target with the prefilter
GFXTexHandle mBrdfTexture;
String mReflectionPath;
String mProbeUniqueID;
// Define our vertex format here so we don't have to
@ -246,7 +236,7 @@ public:
//Baking
String getPrefilterMapPath();
String getIrradianceMapPath();
void bake(String outputPath, S32 resolution, bool renderWithProbes = false);
void bake();
const U32 getProbeInfoIndex() { return mProbeInfoIdx; }
};
@ -254,9 +244,6 @@ public:
typedef ProbeRenderInst::ProbeShapeType ReflectProbeType;
DefineEnumType(ReflectProbeType);
typedef ReflectionProbe::IndrectLightingModeType IndrectLightingModeEnum;
DefineEnumType(IndrectLightingModeEnum);
typedef ReflectionProbe::ReflectionModeType ReflectionModeEnum;
DefineEnumType(ReflectionModeEnum);

View file

@ -171,8 +171,6 @@ void Skylight::updateProbeParams()
setGlobalBounds();
mProbeInfo->mAmbient = LinearColorF(1, 1, 1, 1);
mProbeInfo->mIsSkylight = true;
mProbeInfo->mScore = -1.0f; //sky comes first
}

View file

@ -0,0 +1,232 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/lighting/sphereEnvironmentProbe.h"
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "materials/baseMatInstance.h"
#include "console/engineAPI.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxTransformSaver.h"
#include "math/mathUtils.h"
#include "gfx/bitmap/gBitmap.h"
#include "core/stream/fileStream.h"
#include "core/fileObject.h"
#include "core/resourceManager.h"
#include "console/simPersistId.h"
#include "T3D/gameFunctions.h"
#include "postFx/postEffect.h"
#include "renderInstance/renderProbeMgr.h"
#include "renderInstance/renderProbeMgr.h"
#include "math/util/sphereMesh.h"
#include "materials/materialManager.h"
#include "math/util/matrixSet.h"
#include "gfx/bitmap/cubemapSaver.h"
#include "materials/materialFeatureTypes.h"
#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/bitmap/imageUtils.h"
#include "T3D/lighting/IBLUtilities.h"
extern bool gEditingMission;
extern ColorI gCanvasClearColor;
IMPLEMENT_CO_NETOBJECT_V1(SphereEnvironmentProbe);
ConsoleDocClass(SphereEnvironmentProbe,
"@brief An example scene object which renders a mesh.\n\n"
"This class implements a basic SceneObject that can exist in the world at a "
"3D position and render itself. There are several valid ways to render an "
"object in Torque. This class implements the preferred rendering method which "
"is to submit a MeshRenderInst along with a Material, vertex buffer, "
"primitive buffer, and transform and allow the RenderMeshMgr handle the "
"actual setup and rendering for you.\n\n"
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n");
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
SphereEnvironmentProbe::SphereEnvironmentProbe() : ReflectionProbe()
{
mCaptureMask = REFLECTION_PROBE_CAPTURE_TYPEMASK;
}
SphereEnvironmentProbe::~SphereEnvironmentProbe()
{
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void SphereEnvironmentProbe::initPersistFields()
{
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
void SphereEnvironmentProbe::inspectPostApply()
{
Parent::inspectPostApply();
mDirty = true;
// Flag the network mask to send the updates
// to the client object
setMaskBits(-1);
}
bool SphereEnvironmentProbe::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void SphereEnvironmentProbe::onRemove()
{
Parent::onRemove();
}
void SphereEnvironmentProbe::setTransform(const MatrixF & mat)
{
// Let SceneObject handle all of the matrix manipulation
Parent::setTransform(mat);
mDirty = true;
// Dirty our network mask so that the new transform gets
// transmitted to the client object
setMaskBits(TransformMask);
}
U32 SphereEnvironmentProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
// Allow the Parent to get a crack at writing its info
U32 retMask = Parent::packUpdate(conn, mask, stream);
return retMask;
}
void SphereEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
{
// Let the Parent read any info it sent
Parent::unpackUpdate(conn, stream);
}
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void SphereEnvironmentProbe::updateProbeParams()
{
Parent::updateProbeParams();
mProbeInfo->mProbeShapeType = ProbeRenderInst::Sphere;
}
void SphereEnvironmentProbe::prepRenderImage(SceneRenderState *state)
{
if (!mEnabled || !ReflectionProbe::smRenderPreviewProbes)
return;
//special hook-in for SphereEnvironmentProbes
Point3F camPos = state->getCameraPosition();
mProbeInfo->mBounds.setCenter(camPos);
mProbeInfo->setPosition(camPos);
if (ReflectionProbe::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
{
GFXTransformSaver saver;
// Calculate the distance of this object from the camera
Point3F cameraOffset;
getRenderTransform().getColumn(3, &cameraOffset);
cameraOffset -= state->getDiffuseCameraPosition();
F32 dist = cameraOffset.len();
if (dist < 0.01f)
dist = 0.01f;
// Set up the LOD for the shape
F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
// Make sure we have a valid level of detail
if (mEditorShapeInst->getCurrentDetail() < 0)
return;
BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
setPreviewMatParameters(state, probePrevMat);
// GFXTransformSaver is a handy helper class that restores
// the current GFX matrices to their original values when
// it goes out of scope at the end of the function
// Set up our TS render state
TSRenderState rdata;
rdata.setSceneState(state);
rdata.setFadeOverride(1.0f);
// We might have some forward lit materials
// so pass down a query to gather lights.
LightQuery query;
query.init(getWorldSphere());
rdata.setLightQuery(&query);
// Set the world matrix to the objects render transform
MatrixF mat = getRenderTransform();
mat.scale(Point3F(1, 1, 1));
GFX->setWorldMatrix(mat);
// Animate the the shape
mEditorShapeInst->animate();
// Allow the shape to submit the RenderInst(s) for itself
mEditorShapeInst->render(rdata);
saver.restore();
}
// If the light is selected or light visualization
// is enabled then register the callback.
const bool isSelectedInEditor = (gEditingMission && isSelected());
if (isSelectedInEditor)
{
}
}
void SphereEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
{
Parent::setPreviewMatParameters(renderState, mat);
}

View file

@ -0,0 +1,111 @@
//-----------------------------------------------------------------------------
// 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 SPHERE_ENVIRONMENT_PROBE_H
#define SPHERE_ENVIRONMENT_PROBE_H
#ifndef REFLECTIONPROBE_H
#include "T3D/lighting/reflectionProbe.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#include "lighting/lightInfo.h"
#ifndef _RENDERPASSMANAGER_H_
#include "renderInstance/renderPassManager.h"
#endif
class BaseMatInstance;
//-----------------------------------------------------------------------------
// This class implements a basic SceneObject that can exist in the world at a
// 3D position and render itself. There are several valid ways to render an
// object in Torque. This class implements the preferred rendering method which
// is to submit a MeshRenderInst along with a Material, vertex buffer,
// primitive buffer, and transform and allow the RenderMeshMgr handle the
// actual setup and rendering for you.
//-----------------------------------------------------------------------------
class SphereEnvironmentProbe : public ReflectionProbe
{
typedef ReflectionProbe Parent;
public:
SphereEnvironmentProbe();
virtual ~SphereEnvironmentProbe();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(SphereEnvironmentProbe);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Allows the object to update its editable settings
// from the server object to the client
virtual void inspectPostApply();
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat);
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate(NetConnection *conn, BitStream *stream);
//--------------------------------------------------------------------------
// Object Rendering
// Torque utilizes a "batch" rendering system. This means that it builds a
// list of objects that need to render (via RenderInst's) and then renders
// them all in one batch. This allows it to optimized on things like
// minimizing texture, state, and shader switching by grouping objects that
// use the same Materials.
//--------------------------------------------------------------------------
virtual void updateProbeParams();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage(SceneRenderState *state);
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
};
#endif // SPHERE_ENVIRONMENT_PROBE_H

View file

@ -170,6 +170,57 @@ void PostEffect::EffectConst::set( const String &newVal )
mStringVal = newVal;
mDirty = true;
mValueType = StringType;
}
void PostEffect::EffectConst::set(const F32 &newVal)
{
if (mFloatVal == newVal)
return;
mFloatVal = newVal;
mDirty = true;
mValueType = FloatType;
}
void PostEffect::EffectConst::set(const Point4F &newVal)
{
if (mPointVal == newVal)
return;
mPointVal = newVal;
mDirty = true;
mValueType = PointType;
}
void PostEffect::EffectConst::set(const MatrixF &newVal)
{
if (mMatrixVal == newVal)
return;
mMatrixVal = newVal;
mDirty = true;
mValueType = MatrixType;
}
void PostEffect::EffectConst::set(const Vector<Point4F> &newVal)
{
//if (mPointArrayVal == newVal)
// return;
mPointArrayVal = newVal;
mDirty = true;
mValueType = PointArrayType;
}
void PostEffect::EffectConst::set(const Vector<MatrixF> &newVal)
{
//if (mMatrixArrayVal == newVal)
// return;
mMatrixArrayVal = newVal;
mDirty = true;
mValueType = MatrixArrayType;
}
void PostEffect::EffectConst::setToBuffer( GFXShaderConstBufferRef buff )
@ -194,71 +245,179 @@ void PostEffect::EffectConst::setToBuffer( GFXShaderConstBufferRef buff )
// Expand to other types as necessary.
U32 arraySize = mHandle->getArraySize();
const char *strVal = mStringVal.c_str();
if (mValueType == StringType)
{
const char *strVal = mStringVal.c_str();
if ( type == GFXSCT_Int )
{
S32 val;
Con::setData( TypeS32, &val, 0, 1, &strVal );
buff->set( mHandle, val );
}
else if ( type == GFXSCT_Float )
{
F32 val;
Con::setData( TypeF32, &val, 0, 1, &strVal );
buff->set( mHandle, val );
}
else if ( type == GFXSCT_Float2 )
{
Point2F val;
Con::setData( TypePoint2F, &val, 0, 1, &strVal );
buff->set( mHandle, val );
}
else if ( type == GFXSCT_Float3 )
{
Point3F val;
Con::setData( TypePoint3F, &val, 0, 1, &strVal );
buff->set( mHandle, val );
}
else if ( type == GFXSCT_Float4 )
{
Point4F val;
if ( arraySize > 1 )
if (type == GFXSCT_Int)
{
// Do array setup!
//U32 unitCount = StringUnit::getUnitCount( strVal, "\t" );
//AssertFatal( unitCount == arraySize, "" );
S32 val;
Con::setData(TypeS32, &val, 0, 1, &strVal);
buff->set(mHandle, val);
}
else if (type == GFXSCT_Float)
{
F32 val;
Con::setData(TypeF32, &val, 0, 1, &strVal);
buff->set(mHandle, val);
}
else if (type == GFXSCT_Float2)
{
Point2F val;
Con::setData(TypePoint2F, &val, 0, 1, &strVal);
buff->set(mHandle, val);
}
else if (type == GFXSCT_Float3)
{
Point3F val;
Con::setData(TypePoint3F, &val, 0, 1, &strVal);
buff->set(mHandle, val);
}
else if (type == GFXSCT_Float4)
{
Point4F val;
String tmpString;
Vector<Point4F> valArray;
for ( U32 i = 0; i < arraySize; i++ )
if (arraySize > 1)
{
tmpString = StringUnit::getUnit( strVal, i, "\t" );
valArray.increment();
const char *tmpCStr = tmpString.c_str();
// Do array setup!
//U32 unitCount = StringUnit::getUnitCount( strVal, "\t" );
//AssertFatal( unitCount == arraySize, "" );
Con::setData( TypePoint4F, &valArray.last(), 0, 1, &tmpCStr );
String tmpString;
Vector<Point4F> valArray;
for (U32 i = 0; i < arraySize; i++)
{
tmpString = StringUnit::getUnit(strVal, i, "\t");
valArray.increment();
const char *tmpCStr = tmpString.c_str();
Con::setData(TypePoint4F, &valArray.last(), 0, 1, &tmpCStr);
}
AlignedArray<Point4F> rectData(valArray.size(), sizeof(Point4F), (U8*)valArray.address(), false);
buff->set(mHandle, rectData);
}
else
{
// Do regular setup.
Con::setData(TypePoint4F, &val, 0, 1, &strVal);
buff->set(mHandle, val);
}
AlignedArray<Point4F> rectData( valArray.size(), sizeof( Point4F ), (U8*)valArray.address(), false );
buff->set( mHandle, rectData );
}
else
{
// Do regular setup.
Con::setData( TypePoint4F, &val, 0, 1, &strVal );
buff->set( mHandle, val );
#if TORQUE_DEBUG
const char* err = avar("PostEffect::EffectConst::setToBuffer $s type is not implemented", mName.c_str());
Con::errorf(err);
GFXAssertFatal(0, err);
#endif
}
}
else
else if (mValueType == FloatType)
{
if (type == GFXSCT_Float)
{
buff->set(mHandle, mFloatVal);
}
else
{
#if TORQUE_DEBUG
const char* err = avar("PostEffect::EffectConst::setToBuffer $s type is not implemented", mName.c_str());
Con::errorf(err);
GFXAssertFatal(0,err);
const char* err = avar("PostEffect::EffectConst::setToBuffer $s type is not implemented", mName.c_str());
Con::errorf(err);
GFXAssertFatal(0, err);
#endif
}
}
else if (mValueType == PointType)
{
if (type == GFXSCT_Float2)
{
buff->set(mHandle, Point2F(mPointVal.x, mPointVal.y));
}
else if (type == GFXSCT_Float3)
{
buff->set(mHandle, Point3F(mPointVal.x, mPointVal.y, mPointVal.z));
}
else if (type == GFXSCT_Float4)
{
buff->set(mHandle, mPointVal);
}
else
{
#if TORQUE_DEBUG
const char* err = avar("PostEffect::EffectConst::setToBuffer $s type is not implemented", mName.c_str());
Con::errorf(err);
GFXAssertFatal(0, err);
#endif
}
}
else if (mValueType == MatrixType)
{
if (type == GFXSCT_Float4x4)
{
buff->set(mHandle, mMatrixVal);
}
else
{
#if TORQUE_DEBUG
const char* err = avar("PostEffect::EffectConst::setToBuffer $s type is not implemented", mName.c_str());
Con::errorf(err);
GFXAssertFatal(0, err);
#endif
}
}
else if (mValueType == PointArrayType)
{
if (type == GFXSCT_Float4)
{
if (arraySize != mPointArrayVal.size())
{
#if TORQUE_DEBUG
const char* err = avar("PostEffect::EffectConst::setToBuffer PointArrayType, attempted to feed an array that does not match the uniform array's size!");
Con::errorf(err);
GFXAssertFatal(0, err);
#endif
return;
}
AlignedArray<Point4F> alignedVal = AlignedArray<Point4F>(arraySize, sizeof(Point4F), (U8*)mPointArrayVal.address(), false);
buff->set(mHandle, alignedVal);
}
else
{
#if TORQUE_DEBUG
const char* err = avar("PostEffect::EffectConst::setToBuffer $s type is not implemented", mName.c_str());
Con::errorf(err);
GFXAssertFatal(0, err);
#endif
}
}
else if (mValueType == MatrixArrayType)
{
if (type == GFXSCT_Float4x4)
{
if (arraySize != mMatrixArrayVal.size())
{
#if TORQUE_DEBUG
const char* err = avar("PostEffect::EffectConst::setToBuffer MatrixArrayType, attempted to feed an array that does not match the uniform array's size!");
Con::errorf(err);
GFXAssertFatal(0, err);
#endif
return;
}
buff->set(mHandle, mMatrixArrayVal.address(), arraySize);
}
else
{
#if TORQUE_DEBUG
const char* err = avar("PostEffect::EffectConst::setToBuffer $s type is not implemented", mName.c_str());
Con::errorf(err);
GFXAssertFatal(0, err);
#endif
}
}
}
@ -413,6 +572,8 @@ bool PostEffect::onAdd()
// Find additional textures
for( S32 i = 0; i < NumTextures; i++ )
{
mTextureType[i] = NormalTextureType;
String texFilename = mTexFilename[i];
// Skip empty stages or ones with variable or target names.
@ -915,6 +1076,11 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
setShaderConsts_callback();
}
if (mShaderName == String("PFX_ReflectionProbeArray") || getName() == StringTable->insert("reflectionProbeArrayPostFX"))
{
bool derp = true;
}
EffectConstTable::Iterator iter = mEffectConsts.begin();
for ( ; iter != mEffectConsts.end(); iter++ )
iter->value->setToBuffer( mShaderConsts );
@ -972,6 +1138,30 @@ void PostEffect::_setupTexture( U32 stage, GFXTexHandle &inputTex, const RectI *
GFX->setTexture( stage, theTex );
}
void PostEffect::_setupCubemapTexture(U32 stage, GFXCubemapHandle &inputTex)
{
RectI viewport = GFX->getViewport();
mActiveTextures[stage] = nullptr;
mActiveNamedTarget[stage] = nullptr;
mActiveTextureViewport[stage] = viewport;
if (inputTex.isValid())
GFX->setCubeTexture(stage, inputTex);
}
void PostEffect::_setupCubemapArrayTexture(U32 stage, GFXCubemapArrayHandle &inputTex)
{
RectI viewport = GFX->getViewport();
mActiveTextures[stage] = nullptr;
mActiveNamedTarget[stage] = nullptr;
mActiveTextureViewport[stage] = viewport;
if (inputTex.isValid())
GFX->setCubeArrayTexture(stage, inputTex);
}
void PostEffect::_setupTransforms()
{
// Set everything to identity.
@ -1188,8 +1378,15 @@ void PostEffect::process( const SceneRenderState *state,
GFXTransformSaver saver;
// Set the textures.
for ( U32 i = 0; i < NumTextures; i++ )
_setupTexture( i, inOutTex, inTexViewport );
for (U32 i = 0; i < NumTextures; i++)
{
if (mTextureType[i] == NormalTextureType)
_setupTexture(i, inOutTex, inTexViewport);
else if (mTextureType[i] == CubemapType)
_setupCubemapTexture(i, mCubemapTextures[i]);
else if (mTextureType[i] == CubemapArrayType)
_setupCubemapArrayTexture(i, mCubemapArrayTextures[i]);
}
_setupStateBlock( state ) ;
_setupTransforms();
@ -1406,6 +1603,38 @@ void PostEffect::setTexture( U32 index, const String &texFilePath )
// Try to load the texture.
mTextures[index].set( texFilePath, &PostFxTextureProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
mTextureType[index] = NormalTextureType;
}
void PostEffect::setCubemapTexture(U32 index, const GFXCubemapHandle &cubemapHandle)
{
// Set the new texture name.
mCubemapTextures[index].free();
// Skip empty stages or ones with variable or target names.
if (cubemapHandle.isNull())
return;
// Try to load the texture.
mCubemapTextures[index] = cubemapHandle;
mTextureType[index] = CubemapType;
}
void PostEffect::setCubemapArrayTexture(U32 index, const GFXCubemapArrayHandle &cubemapArrayHandle)
{
// Set the new texture name.
mCubemapArrayTextures[index].free();
// Skip empty stages or ones with variable or target names.
if (cubemapArrayHandle.isNull())
return;
// Try to load the texture.
mCubemapArrayTextures[index] = cubemapArrayHandle;
mTextureType[index] = CubemapArrayType;
}
void PostEffect::setShaderConst( const String &name, const String &val )
@ -1422,6 +1651,76 @@ void PostEffect::setShaderConst( const String &name, const String &val )
iter->value->set( val );
}
void PostEffect::setShaderConst(const String &name, const F32 &val)
{
PROFILE_SCOPE(PostEffect_SetShaderConst_Float);
EffectConstTable::Iterator iter = mEffectConsts.find(name);
if (iter == mEffectConsts.end())
{
EffectConst *newConst = new EffectConst(name, val);
iter = mEffectConsts.insertUnique(name, newConst);
}
iter->value->set(val);
}
void PostEffect::setShaderConst(const String &name, const Point4F &val)
{
PROFILE_SCOPE(PostEffect_SetShaderConst_Point);
EffectConstTable::Iterator iter = mEffectConsts.find(name);
if (iter == mEffectConsts.end())
{
EffectConst *newConst = new EffectConst(name, val);
iter = mEffectConsts.insertUnique(name, newConst);
}
iter->value->set(val);
}
void PostEffect::setShaderConst(const String &name, const MatrixF &val)
{
PROFILE_SCOPE(PostEffect_SetShaderConst_Matrix);
EffectConstTable::Iterator iter = mEffectConsts.find(name);
if (iter == mEffectConsts.end())
{
EffectConst *newConst = new EffectConst(name, val);
iter = mEffectConsts.insertUnique(name, newConst);
}
iter->value->set(val);
}
void PostEffect::setShaderConst(const String &name, const Vector<Point4F> &val)
{
PROFILE_SCOPE(PostEffect_SetShaderConst_PointArray);
EffectConstTable::Iterator iter = mEffectConsts.find(name);
if (iter == mEffectConsts.end())
{
EffectConst *newConst = new EffectConst(name, val);
iter = mEffectConsts.insertUnique(name, newConst);
}
iter->value->set(val);
}
void PostEffect::setShaderConst(const String &name, const Vector<MatrixF> &val)
{
PROFILE_SCOPE(PostEffect_SetShaderConst_MatrixArray);
EffectConstTable::Iterator iter = mEffectConsts.find(name);
if (iter == mEffectConsts.end())
{
EffectConst *newConst = new EffectConst(name, val);
iter = mEffectConsts.insertUnique(name, newConst);
}
iter->value->set(val);
}
F32 PostEffect::getAspectRatio() const
{
const Point2I &rtSize = GFX->getActiveRenderTarget()->getSize();
@ -1434,6 +1733,11 @@ void PostEffect::_checkRequirements()
// properly, we can find all the input textures,
// and its formats are supported.
if (mShaderName == String("PFX_ReflectionProbeArray") || getName() == StringTable->insert("reflectionProbeArrayPostFX"))
{
bool derp = true;
}
mIsValid = false;
mUpdateShader = false;
mShader = NULL;
@ -1468,16 +1772,21 @@ void PostEffect::_checkRequirements()
// they exist... else we're invalid.
for ( U32 i=0; i < NumTextures; i++ )
{
const String &texFilename = mTexFilename[i];
if ( texFilename.isNotEmpty() && texFilename[0] == '#' )
if (mTextureType[i] == NormalTextureType)
{
NamedTexTarget *namedTarget = NamedTexTarget::find( texFilename.c_str() + 1 );
if ( !namedTarget )
return;
const String &texFilename = mTexFilename[i];
// Grab the macros for shader initialization.
namedTarget->getShaderMacros( &macros );
if (texFilename.isNotEmpty() && texFilename[0] == '#')
{
NamedTexTarget *namedTarget = NamedTexTarget::find(texFilename.c_str() + 1);
if (!namedTarget)
{
return;
}
// Grab the macros for shader initialization.
namedTarget->getShaderMacros(&macros);
}
}
}

View file

@ -41,6 +41,9 @@
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXCUBEMAP_H_
#include "gfx/gfxCubemap.h"
#endif
#ifndef _GFXTARGET_H_
#include "gfx/gfxTarget.h"
#endif
@ -88,7 +91,16 @@ protected:
FileName mTexFilename[NumTextures];
bool mTexSRGB[NumTextures];
enum
{
NormalTextureType = 0,
CubemapType,
CubemapArrayType,
} mTextureType[NumTextures];
GFXTexHandle mTextures[NumTextures];
GFXCubemapHandle mCubemapTextures[NumTextures];
GFXCubemapArrayHandle mCubemapArrayTextures[NumTextures];
NamedTexTarget mNamedTarget;
NamedTexTarget mNamedTargetDepthStencil;
@ -210,7 +222,52 @@ protected:
set( val );
}
EffectConst(const String &name, const F32 &val)
: mName(name),
mHandle(NULL),
mDirty(true)
{
set(val);
}
EffectConst(const String &name, const Point4F &val)
: mName(name),
mHandle(NULL),
mDirty(true)
{
set(val);
}
EffectConst(const String &name, const MatrixF &val)
: mName(name),
mHandle(NULL),
mDirty(true)
{
set(val);
}
EffectConst(const String &name, const Vector<Point4F> &val)
: mName(name),
mHandle(NULL),
mDirty(true)
{
set(val);
}
EffectConst(const String &name, const Vector<MatrixF> &val)
: mName(name),
mHandle(NULL),
mDirty(true)
{
set(val);
}
void set( const String &newVal );
void set(const F32 &newVal);
void set(const Point4F &newVal);
void set(const MatrixF &newVal);
void set(const Vector<Point4F> &newVal);
void set(const Vector<MatrixF> &newVal);
void setToBuffer( GFXShaderConstBufferRef buff );
@ -220,6 +277,23 @@ protected:
String mStringVal;
F32 mFloatVal;
Point4F mPointVal;
MatrixF mMatrixVal;
Vector<Point4F> mPointArrayVal;
Vector<MatrixF> mMatrixArrayVal;
enum
{
StringType,
FloatType,
PointType,
MatrixType,
PointArrayType,
MatrixArrayType
} mValueType;
bool mDirty;
};
@ -245,6 +319,9 @@ protected:
///
virtual void _setupTexture( U32 slot, GFXTexHandle &inputTex, const RectI *inTexViewport );
virtual void _setupCubemapTexture(U32 stage, GFXCubemapHandle &inputTex);
virtual void _setupCubemapArrayTexture(U32 slot, GFXCubemapArrayHandle &inputTex);
/// Protected set method for toggling the enabled state.
static bool _setIsEnabled( void *object, const char *index, const char *data );
@ -339,6 +416,8 @@ public:
F32 getPriority() const { return mRenderPriority; }
void setTexture( U32 index, const String &filePath );
void setCubemapTexture(U32 index, const GFXCubemapHandle &cubemapHandle);
void setCubemapArrayTexture(U32 index, const GFXCubemapArrayHandle &cubemapArrayHandle);
void setShaderMacro( const String &name, const String &value = String::EmptyString );
bool removeShaderMacro( const String &name );
@ -346,6 +425,11 @@ public:
///
void setShaderConst( const String &name, const String &val );
void setShaderConst(const String &name, const F32 &val);
void setShaderConst(const String &name, const Point4F &val);
void setShaderConst(const String &name, const MatrixF &val);
void setShaderConst(const String &name, const Vector<Point4F> &val);
void setShaderConst(const String &name, const Vector<MatrixF> &val);
void setOnThisFrame( bool enabled ) { mOnThisFrame = enabled; }
bool isOnThisFrame() { return mOnThisFrame; }
@ -353,6 +437,10 @@ public:
bool isOneFrameOnly() { return mOneFrameOnly; }
F32 getAspectRatio() const;
GFXShaderRef getShader() { return mShader; }
Vector<GFXShaderMacro>* getShaderMacros() { return &mShaderMacros; }
GFXShaderConstBufferRef getShaderConstBuffer() { return mShaderConsts; }
enum PostEffectRequirements

View file

@ -36,6 +36,14 @@
#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
#include "postFx/postEffect.h"
#include "T3D/lighting/reflectionProbe.h"
#include "T3D/lighting/IBLUtilities.h"
//For our cameraQuery setup
#include "T3D/gameTSCtrl.h"
IMPLEMENT_CONOBJECT(RenderProbeMgr);
ConsoleDocClass( RenderProbeMgr,
@ -66,22 +74,13 @@ S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
mTransform(true),
mDirty(false),
mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
mPriority(1.0f),
mScore(0.0f),
mDebugRender(false),
mCubemap(NULL),
mIrradianceCubemap(NULL),
mBRDFTexture(NULL),
mRadius(1.0f),
mIntensity(1.0f),
mProbePosOffset(0, 0, 0),
numPrims(0)
mProbePosOffset(0, 0, 0)
{
for (U32 i = 0; i < 5; ++i)
{
mSHConstants[i] = 0;
}
}
ProbeRenderInst::~ProbeRenderInst()
@ -94,46 +93,22 @@ ProbeRenderInst::~ProbeRenderInst()
{
mIrradianceCubemap.free();
}
if (mBRDFTexture && mBRDFTexture->isValid())
{
mBRDFTexture->free();
}
}
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;
mIsSkylight = probeInfo->mIsSkylight;
mScore = probeInfo->mScore;
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();
}
//
//
ProbeShaderConstants::ProbeShaderConstants()
: mInit(false),
mShader(NULL),
@ -190,83 +165,19 @@ void ProbeShaderConstants::_onShaderReload()
init(mShader);
}
//
//
bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
{
mShaderMat = nullptr;
bool success = Parent::init(features, vertexFormat);
// If the initialization failed don't continue.
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
return false;
mShaderMat = static_cast<ProcessedShaderMaterial*>(getShaderMaterial());
mShaderMat->init(features, vertexFormat, mFeaturesDelegate);
//mShaderMat->setMaterialParameters(mDefaultParameters, 0);
return true;
}
bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
{
if (!Parent::setupPass(state, sgData))
return false;
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, GFXBlendInvDestAlpha, GFXBlendOpAdd);
mProjectionState = GFX->createStateBlock(desc);
}
// Now override stateblock with our own
GFX->setStateBlock(mProjectionState);
return true;
}
//
//
RenderProbeMgr::RenderProbeMgr()
: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f),
mReflectProbeMaterial(nullptr),
mSceneManager(nullptr),
mLastShader(nullptr),
mLastConstants(nullptr)
{
String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
mEffectiveProbeCount = 0;
mMipCount = 0;
probePositions.setSize(MAXPROBECOUNT);
probePositions.fill(Point3F::Zero);
mProbeArrayEffect = nullptr;
probeWorldToObj.setSize(MAXPROBECOUNT);
probeWorldToObj.fill(MatrixF::Identity);
probeBBMin.setSize(MAXPROBECOUNT);
probeBBMin.fill(Point3F::Zero);
probeBBMax.setSize(MAXPROBECOUNT);
probeBBMax.fill(Point3F::Zero);
probeUseSphereMode.setSize(MAXPROBECOUNT);
probeUseSphereMode.fill(0.0f);
probeRadius.setSize(MAXPROBECOUNT);
probeRadius.fill(0.0f);
probeAttenuation.setSize(MAXPROBECOUNT);
probeAttenuation.fill(0.0f);
smProbeManager = this;
}
RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
@ -274,6 +185,12 @@ RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 proce
{
}
void RenderProbeMgr::onRemove()
{
SAFE_DELETE(mLastConstants);
Parent::onRemove();
}
void RenderProbeMgr::initPersistFields()
{
Parent::initPersistFields();
@ -311,6 +228,35 @@ void RenderProbeMgr::registerProbe(U32 probeIdx)
return;
mRegisteredProbes.push_back_unique(probeIdx);
//rebuild our probe data
//_setupStaticParameters();
}
void RenderProbeMgr::unregisterProbe(U32 probeIdx)
{
//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
if (probeIdx >= ProbeRenderInst::all.size())
return;
mRegisteredProbes.remove(probeIdx);
//rebuild our probe data
//_setupStaticParameters();
}
//
//
PostEffect* RenderProbeMgr::getProbeArrayEffect()
{
if (!mProbeArrayEffect)
{
mProbeArrayEffect = dynamic_cast<PostEffect*>(Sim::findObject("reflectionProbeArrayPostFX"));
if (!mProbeArrayEffect)
return nullptr;
}
return mProbeArrayEffect;
}
//remove
@ -318,78 +264,97 @@ void RenderProbeMgr::registerProbe(U32 probeIdx)
//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
//
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
void RenderProbeMgr::updateProbes()
{
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
const Frustum &frustum = state->getCameraFrustum();
_setupStaticParameters();
}
MatrixF invCam(frustum.getTransform());
invCam.inverse();
void RenderProbeMgr::_setupStaticParameters()
{
//Array rendering
U32 probeCount = ProbeRenderInst::all.size();
const Point3F *wsFrustumPoints = frustum.getPoints();
const Point3F& cameraPos = frustum.getPosition();
mEffectiveProbeCount = 0;
mMipCount = 0;
// 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];
if (probePositionsData.size() != MAXPROBECOUNT)
{
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);
probePositionsData.setSize(MAXPROBECOUNT);
probeWorldToObjData.setSize(MAXPROBECOUNT);
probeBBMinData.setSize(MAXPROBECOUNT);
probeBBMaxData.setSize(MAXPROBECOUNT);
probeUseSphereModeData.setSize(MAXPROBECOUNT);
probeRadiusData.setSize(MAXPROBECOUNT);
probeAttenuationData.setSize(MAXPROBECOUNT);
}
mFarFrustumQuadVerts.set(GFX, 4);
dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
mFarFrustumQuadVerts.unlock();
probePositionsData.fill(Point4F::Zero);
probeWorldToObjData.fill(MatrixF::Identity);
probeBBMinData.fill(Point4F::Zero);
probeBBMaxData.fill(Point4F::Zero);
probeUseSphereModeData.fill(Point4F::Zero);
probeRadiusData.fill(Point4F::Zero);
probeAttenuationData.fill(Point4F::Zero);
PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
cubeMaps.clear();
irradMaps.clear();
ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
if (reflProbeMat != nullptr && reflProbeMat->matInstance != nullptr)
for (U32 i = 0; i < probeCount; i++)
{
reflProbeMat->setViewParameters(frustum.getNearDist(),
frustum.getFarDist(),
frustum.getPosition(),
farPlane,
vsFarPlane);
if (mEffectiveProbeCount >= MAXPROBECOUNT)
break;
const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
if (!curEntry.mIsEnabled)
continue;
if (curEntry.mCubemap.isNull() || curEntry.mIrradianceCubemap.isNull())
continue;
if (!curEntry.mCubemap->isInitialised())
continue;
if (!curEntry.mIrradianceCubemap->isInitialised())
continue;
if (curEntry.mIsSkylight)
continue;
mMipCount = curEntry.mCubemap.getPointer()->getMipMapLevels();
//Setup
Point3F probePos = curEntry.getPosition() + curEntry.mProbePosOffset;
probePositionsData[mEffectiveProbeCount] = Point4F(probePos.x, probePos.y, probePos.z,0);
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
probeBBMinData[mEffectiveProbeCount] = Point4F(curEntry.mBounds.minExtents.x, curEntry.mBounds.minExtents.y, curEntry.mBounds.minExtents.z, 0);
probeBBMaxData[mEffectiveProbeCount] = Point4F(curEntry.mBounds.maxExtents.x, curEntry.mBounds.maxExtents.y, curEntry.mBounds.maxExtents.z, 0);
probeUseSphereModeData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0, 0,0,0);
probeRadiusData[mEffectiveProbeCount] = Point4F(curEntry.mRadius,0,0,0);
probeAttenuationData[mEffectiveProbeCount] = Point4F(1, 0, 0, 0);
cubeMaps.push_back(curEntry.mCubemap);
irradMaps.push_back(curEntry.mIrradianceCubemap);
mEffectiveProbeCount++;
}
if (mEffectiveProbeCount != 0)
{
mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
}
}
RenderProbeMgr::ReflectProbeMaterialInfo* RenderProbeMgr::getReflectProbeMaterial()
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
{
PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
//ReflectProbeMaterialInfo *info = NULL;
if (!mReflectProbeMaterial)
// Now create the material info object.
mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
getGFXVertexFormat<GFXVertexPC>());
return mReflectProbeMaterial;
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
}
ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
@ -422,10 +387,8 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
mLastShader = shader;
}
mLastConstants = new ProbeShaderConstants();
// Make sure that our current lighting constants are initialized
if (!mLastConstants->mInit)
if (mLastConstants && !mLastConstants->mInit)
mLastConstants->init(shader);
return mLastConstants;
@ -449,7 +412,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
probeRadiusSC->isValid() ||
probeBoxMinSC->isValid() ||
probeBoxMaxSC->isValid() ||
probeCubemapSC->isValid() && (!ProbeRenderInst::all.empty()))
probeCubemapSC->isValid()/* && (!ProbeRenderInst::all.empty())*/)
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
@ -477,7 +440,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
// Gather the data for the first 4 probes.
const ProbeRenderInst *probe;
/*const ProbeRenderInst *probe;
for (U32 i = 0; i < 4; i++)
{
if (i >= ProbeRenderInst::all.size())
@ -526,6 +489,33 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
if (samplerReg != -1)
GFX->setCubeTexture(samplerReg + i, probe->mCubemap.getPointer());
}
}*/
for (U32 i = 0; i < 4; i++)
{
probePositions[i].x = 0;
probePositions[i].y = 0;
probePositions[i].z = 0;
probeRadius[i] = 0;
probeBoxMins[i].x = 0;
probeBoxMins[i].y = 0;
probeBoxMins[i].z = 0;
probeBoxMaxs[i].x = 0;
probeBoxMaxs[i].y = 0;
probeBoxMaxs[i].z = 0;
probeIsSphere[i] = 0;
probeLocalPositions[i].x = 0;
probeLocalPositions[i].y = 0;
probeLocalPositions[i].z = 0;
S32 samplerReg = probeCubemapSC->getSamplerRegister();
GFX->setCubeTexture(samplerReg + i, nullptr);
}
shaderConsts->setSafe(probePositionSC, probePositions);
@ -534,18 +524,9 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
//
//shaderConsts->setSafe(lightSpotAngleSC, lightSpotAngle);
//shaderConsts->setSafe(lightSpotFalloffSC, lightSpotFalloff);
}
else
{
/*if (probe->mCubemap && !probe->mCubemap.isNull())
{
GFX->setCubeTexture(1, probe->mCubemap.getPointer());
}*/
if (probeCubemapSC->isValid())
{
for (U32 i = 0; i < 4; ++i)
@ -573,9 +554,6 @@ void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
ProbeShaderConstants *psc = getProbeShaderConstants(shaderConsts);
//ProbeInfo *probe;
//probe = mRegisteredProbes[0];
// NOTE: If you encounter a crash from this point forward
// while setting a shader constant its probably because the
// mConstantLookup has bad shaders/constants in it.
@ -584,7 +562,6 @@ void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
// are reloaded and the light manager is not reset.
//
// We should look to fix this by clearing the table.
MatrixSet matSet = state->getRenderPass()->getMatrixSet();
// Update the forward shading light constants.
@ -605,364 +582,182 @@ void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
//-----------------------------------------------------------------------------
void RenderProbeMgr::render( SceneRenderState *state )
{
PROFILE_SCOPE(RenderProbeMgr_render);
//PROFILE_SCOPE(RenderProbeMgr_render);
if (getProbeArrayEffect() == nullptr)
return;
updateProbes();
// Early out if nothing to draw.
if (!ProbeRenderInst::all.size())
return;
if (!RenderProbeMgr::smRenderReflectionProbes)
return;
if (!ProbeRenderInst::all.size() || !RenderProbeMgr::smRenderReflectionProbes || mEffectiveProbeCount == 0
|| !state->isDiffusePass() || cubeMaps.empty() || irradMaps.empty())
{
getProbeArrayEffect()->setSkip(true);
return;
}
GFXTransformSaver saver;
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
NamedTexTargetRef sceneColorTargetRef = NamedTexTarget::find("AL_FormatToken");
if (sceneColorTargetRef.isNull())
return;
GFXTextureTargetRef probeLightingTargetRef = GFX->allocRenderToTextureTarget();
if (probeLightingTargetRef.isNull())
return;
//Do a quick pass to update our probes if they're dirty
//PROBEMGR->updateDirtyProbes();
probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture(0));
GFX->pushActiveRenderTarget();
GFX->setActiveRenderTarget(probeLightingTargetRef);
GFX->setViewport(sceneColorTargetRef->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(ProbeRenderInst::all.address(), ProbeRenderInst::all.size(), sizeof(const ProbeRenderInst*), AscendingReflectProbeInfluence);
//Specular
PROFILE_START(RenderProbeManager_ReflectProbeRender);
ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
if (reflProbeMat == nullptr || reflProbeMat->matInstance == nullptr)
return;
MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
//_setupPerFrameParameters(state);
//Array rendering
U32 probeCount = ProbeRenderInst::all.size();
if (probeCount == 0)
return;
MatrixF trans = MatrixF::Identity;
sgData.objTrans = &trans;
U32 effectiveProbeCount = 0;
for (U32 i = 0; i < probeCount; i++)
if (mEffectiveProbeCount != 0)
{
if (effectiveProbeCount >= MAXPROBECOUNT)
break;
mProbeArrayEffect->setCubemapArrayTexture(4, mCubemapArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradArray);
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
if (!curEntry->mIsEnabled)
continue;
if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
continue;
if (!curEntry->mCubemap->isInitialised())
continue;
if (!curEntry->mIrradianceCubemap->isInitialised())
continue;
if (curEntry->mIsSkylight)
continue;
//Setup
const Point3F &probePos = curEntry->getPosition();
probePositions[i] = probePos + curEntry->mProbePosOffset;
MatrixF trans = curEntry->getTransform();
trans.inverse();
probeWorldToObj[i]=trans;
probeBBMin[i] = curEntry->mBounds.minExtents;
probeBBMax[i] = curEntry->mBounds.maxExtents;
probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
probeRadius[i] = curEntry->mRadius;
probeAttenuation[i] = 1;
cubeMaps.push_back(curEntry->mCubemap);
irradMaps.push_back(curEntry->mIrradianceCubemap);
effectiveProbeCount++;
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount);
mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositionsData);
mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObjData);
mProbeArrayEffect->setShaderConst("$bbMinArray", probeBBMinData);
mProbeArrayEffect->setShaderConst("$bbMaxArray", probeBBMaxData);
mProbeArrayEffect->setShaderConst("$useSphereMode", probeUseSphereModeData);
mProbeArrayEffect->setShaderConst("$radius", probeRadiusData);
mProbeArrayEffect->setShaderConst("$attenuation", probeAttenuationData);
}
if (effectiveProbeCount != 0)
// Make sure the effect is gonna render.
getProbeArrayEffect()->setSkip(false);
//PROFILE_END();
}
void RenderProbeMgr::bakeProbe(ReflectionProbe *probe)
{
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_Bake, ColorI::WHITE);
Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!");
U32 startMSTime = Platform::getRealMilliseconds();
String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/");
U32 resolution = Con::getIntVariable("$pref::ReflectionProbes::BakeResolution", 64);
U32 prefilterMipLevels = mLog2(F32(resolution));
bool renderWithProbes = Con::getIntVariable("$pref::ReflectionProbes::RenderWithProbes", false);
ReflectionProbe *clientProbe = static_cast<ReflectionProbe*>(probe->getClientObject());
String probePrefilterPath = clientProbe->getPrefilterMapPath();
String probeIrradPath = clientProbe->getIrradianceMapPath();
if (clientProbe->mReflectionModeType != ReflectionProbe::DynamicCubemap)
{
matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
if (deferredTarget)
GFX->setTexture(0, deferredTarget->getTexture());
else
GFX->setTexture(0, NULL);
NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
if (colorTarget)
GFX->setTexture(1, colorTarget->getTexture());
else
GFX->setTexture(1, NULL);
NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
if (matinfoTarget)
GFX->setTexture(2, matinfoTarget->getTexture());
else
GFX->setTexture(2, NULL);
if (mBrdfTexture)
//Prep our bake path
if (probePrefilterPath.isEmpty() || probeIrradPath.isEmpty())
{
GFX->setTexture(3, mBrdfTexture);
}
else
GFX->setTexture(3, NULL);
GFX->setCubeArrayTexture(4, mCubemapArray);
GFX->setCubeArrayTexture(5, mIrradArray);
//Final packing
AlignedArray<Point4F> _probePositions(MAXPROBECOUNT, sizeof(Point4F), (U8*)probePositions.address(), false);
AlignedArray<Point4F> _probeBBMin(MAXPROBECOUNT, sizeof(Point4F), (U8*)probeBBMin.address(), false);
AlignedArray<Point4F> _probeBBMax(MAXPROBECOUNT, sizeof(Point4F), (U8*)probeBBMax.address(), false);
AlignedArray<float> _probeUseSphereMode(MAXPROBECOUNT, sizeof(float), (U8*)probeUseSphereMode.address(), false);
AlignedArray<float> _probeRadius(MAXPROBECOUNT, sizeof(float), (U8*)probeRadius.address(), false);
AlignedArray<float> _probeAttenuation(MAXPROBECOUNT, sizeof(float), (U8*)probeAttenuation.address(), false);
matParams->set(probePositionSC, _probePositions);
matParams->set(probeWorldToObjSC, probeWorldToObj.address(), MAXPROBECOUNT);
matParams->set(probeBBMinSC, _probeBBMin);
matParams->set(probeBBMaxSC, _probeBBMax);
matParams->set(probeUseSphereModeSC, _probeUseSphereMode);
matParams->set(probeRadiusSC, _probeRadius);
matParams->set(probeAttenuationSC, _probeAttenuation);
// Set geometry
GFX->setVertexBuffer(mFarFrustumQuadVerts);
GFX->setPrimitiveBuffer(NULL);
while (reflProbeMat->matInstance->setupPass(state, sgData))
{
// Set transforms
matrixSet.setWorld(*sgData.objTrans);
reflProbeMat->matInstance->setTransforms(matrixSet, state);
reflProbeMat->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
Con::errorf("RenderProbeMgr::bake() - Unable to bake our captures because probe doesn't have a path set");
return;
}
}
GFX->popActiveRenderTarget();
// Save the current transforms so we can restore
// it for child control rendering below.
GFXTransformSaver saver;
//PROBEMGR->unregisterAllProbes();
//PROBEMGR->mRegisteredProbes.clear();
bool probeRenderState = RenderProbeMgr::smRenderReflectionProbes;
PROFILE_END();
F32 farPlane = 1000.0f;
GFX->setVertexBuffer(NULL);
GFX->setPrimitiveBuffer(NULL);
ReflectorDesc reflDesc;
reflDesc.texSize = resolution;
reflDesc.farDist = farPlane;
reflDesc.detailAdjust = 1;
reflDesc.objectTypeMask = -1;
// Fire off a signal to let others know that light-bin rendering is ending now
//getRenderSignal().trigger(state, this);
}
CubeReflector cubeRefl;
cubeRefl.registerReflector(probe, &reflDesc);
//
//
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),
cubeMips(NULL)
{
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
if (!mat)
return;
ReflectParams reflParams;
matInstance = new ReflectProbeMatInstance(*mat);
//need to get the query somehow. Likely do some sort of get function to fetch from the guiTSControl that's active
CameraQuery query; //need to get the last cameraQuery
query.fov = 90; //90 degree slices for each of the 6 sides
query.nearPlane = 0.1f;
query.farPlane = farPlane;
query.headMatrix = MatrixF();
query.cameraMatrix = clientProbe->getTransform();
const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>();
Frustum culler;
culler.set(false,
query.fov,
(F32)resolution / (F32)resolution,
query.nearPlane,
query.farPlane,
query.cameraMatrix);
for (U32 i = 0; i < macros.size(); i++)
matInstance->addShaderMacro(macros[i].name, macros[i].value);
S32 stereoTarget = GFX->getCurrentStereoTarget();
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
Point2I maxRes(2048, 2048); //basically a boundary so we don't go over this and break stuff
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("$zNearFarInvNearFar");
reflParams.culler = culler;
reflParams.eyeId = stereoTarget;
reflParams.query = &query;
reflParams.startOfUpdateMs = startMSTime;
reflParams.viewportExtent = maxRes;
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
if (!renderWithProbes)
RenderProbeMgr::smRenderReflectionProbes = false;
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
cubeRefl.updateReflection(reflParams);
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
bbMin = matInstance->getMaterialParameterHandle("$bbMin");
bbMax = matInstance->getMaterialParameterHandle("$bbMax");
useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
probeCount = matInstance->getMaterialParameterHandle("$numProbes");
for (U32 i = 0; i < 9; i++)
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$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)
{
MaterialParameters *matParams = matInstance->getMaterialParameters();
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
if (negFarPlaneDotEye->isValid())
//Now, save out the maps
//create irridiance cubemap
if (cubeRefl.getCubemap())
{
// -dot( farPlane, eyePos )
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
}
//Just to ensure we're prepped for the generation
clientProbe->createClientResources();
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
//Prep it with whatever resolution we've dictated for our bake
if (clientProbe->mUseHDRCaptures)
{
clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
}
else
{
clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
}
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);
}
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
{
//Set up the params
MaterialParameters *matParams = matInstance->getMaterialParameters();
IBLUtilities::GenerateIrradianceMap(renderTarget, cubeRefl.getCubemap(), clientProbe->mIrridianceMap->mCubemap);
IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap);
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 probeRadius = probeInfo->mRadius;
Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
(1.0f / (probeRadius * probeRadius)) * attenRatio.z);
matParams->setSafe(attenuation, attenParams);
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
NamedTexTarget* colorTexTarget = NamedTexTarget::find("color");
if (!deferredTexTarget || !matInfoTexTarget || !colorTexTarget)
{
Con::errorf("ProbeManager::ReflectProbeMaterialInfo::setProbeParameters: Could not retrieve gbuffer");
return;
}
//set textures
GFX->setTexture(0, deferredTexTarget->getTexture());
GFX->setTexture(1, colorTexTarget->getTexture());
GFX->setTexture(2, matInfoTexTarget->getTexture());
//Add some safety catches in the event the cubemaps aren't fully initialized yet
if (probeInfo->mCubemap == nullptr || probeInfo->mCubemap.isNull())
{
GFX->setCubeTexture(3, nullptr);
matParams->setSafe(cubeMips, 2.0f);
IBLUtilities::SaveCubeMap(clientProbe->getIrradianceMapPath(), clientProbe->mIrridianceMap->mCubemap);
IBLUtilities::SaveCubeMap(clientProbe->getPrefilterMapPath(), clientProbe->mPrefilterMap->mCubemap);
}
else
{
GFX->setCubeTexture(3, probeInfo->mCubemap.getPointer());
matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap.getPointer()->getMipMapLevels(), 2.0f));
Con::errorf("RenderProbeMgr::bake() - Didn't generate a valid scene capture cubemap, unable to generate prefilter and irradiance maps!");
}
if (probeInfo->mIrradianceCubemap == nullptr || probeInfo->mIrradianceCubemap.isNull())
GFX->setCubeTexture(4, nullptr);
else
GFX->setCubeTexture(4, probeInfo->mIrradianceCubemap.getPointer());
if (!renderWithProbes)
RenderProbeMgr::smRenderReflectionProbes = probeRenderState;
GFX->setTexture(5, probeInfo->mBRDFTexture->getPointer());
cubeRefl.unregisterReflector();
//set material params
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0f : 0.0f);
U32 endMSTime = Platform::getRealMilliseconds();
F32 diffTime = F32(endMSTime - startMSTime);
Con::warnf("RenderProbeMgr::bake() - Finished bake! Took %g milliseconds", diffTime);
}
void RenderProbeMgr::bakeProbes()
{
//TODO: make this just find every probe in the current missionGroup and run the bake on it automagically
}
DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (nullAsType< ReflectionProbe*>()),
"@brief returns true if control object is inside the fog\n\n.")
{
if(probe != nullptr)
object->bakeProbe(probe);
}

View file

@ -48,27 +48,32 @@
#include "postFx/postEffectCommon.h"
#endif
#ifndef _REFLECTOR_H_
#include "scene/reflector.h"
#endif
static U32 MAXPROBECOUNT = 50;
class PostEffect;
class ReflectionProbe;
struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
{
LinearColorF mAmbient;
MatrixF mTransform;
F32 mRadius;
F32 mIntensity;
bool mDirty;
Box3F mBounds;
Point3F mPosition;
Point3F mProbePosOffset;
GFXCubemapHandle mCubemap;
GFXCubemapHandle mIrradianceCubemap;
GFXTexHandle *mBRDFTexture;
//Utilized in dynamic reflections
CubeReflector mCubeReflector;
/// The priority of this light used for
/// light and shadow scoring.
@ -80,16 +85,6 @@ struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
bool mIsSkylight;
/// Whether to render debugging visualizations
/// for this light.
bool mDebugRender;
GFXPrimitiveBufferHandle primBuffer;
GFXVertexBufferHandle<GFXVertexPC> vertBuffer;
U32 numPrims;
U32 numVerts;
Vector< U32 > numIndicesForPoly;
enum ProbeShapeType
{
Sphere = 0, ///< Sphere shaped
@ -98,10 +93,6 @@ struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
ProbeShapeType mProbeShapeType;
//Spherical Harmonics data
LinearColorF mSHTerms[9];
F32 mSHConstants[5];
public:
ProbeRenderInst();
@ -114,28 +105,18 @@ public:
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF &xfm) { mTransform = xfm; }
Point3F getPosition() const { return mTransform.getPosition(); }
void setPosition(const Point3F &pos) { mTransform.setPosition(pos); }
Point3F getPosition() const { return mPosition; }
void setPosition(const Point3F &pos) { mPosition = pos; }
VectorF getDirection() const { return mTransform.getForwardVector(); }
void setDirection(const VectorF &val);
const LinearColorF& getAmbient() const { return mAmbient; }
void setAmbient(const LinearColorF &val) { mAmbient = val; }
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void setScore(F32 score) { mScore = score; }
F32 getScore() const { return mScore; }
bool isDebugRenderingEnabled() const { return mDebugRender; }
void enableDebugRendering(bool value) { mDebugRender = value; }
// Builds the world to light view projection used for
// shadow texture and cookie lookups.
void getWorldToLightProj(MatrixF *outMatrix) const;
void clear();
};
@ -167,26 +148,6 @@ struct ProbeShaderConstants
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
class ReflectProbeMatInstance : public MatInstance
{
typedef MatInstance Parent;
protected:
MaterialParameterHandle * mProbeParamsSC;
bool mInternalPass;
GFXStateBlockRef mProjectionState;
ProcessedShaderMaterial* mShaderMat;
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);
ProcessedShaderMaterial* getProcessedShaderMaterial() { return mShaderMat; }
};
//**************************************************************************
// RenderObjectMgr
//**************************************************************************
@ -194,82 +155,53 @@ class RenderProbeMgr : public RenderBinManager
{
typedef RenderBinManager Parent;
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;
// Light Parameters
MaterialParameterHandle *probeLSPos;
MaterialParameterHandle *probeWSPos;
MaterialParameterHandle *attenuation;
MaterialParameterHandle *radius;
MaterialParameterHandle *useCubemap;
MaterialParameterHandle *cubemap;
MaterialParameterHandle *cubeMips;
MaterialParameterHandle *eyePosWorld;
MaterialParameterHandle *bbMin;
MaterialParameterHandle *bbMax;
MaterialParameterHandle *useSphereMode;
MaterialParameterHandle *shTerms[9];
MaterialParameterHandle *shConsts[5];
MaterialParameterHandle *probeCount;
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);
void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
};
enum SpecialProbeTypesEnum
{
SkylightProbeType,
SpecialProbeTypesCount
};
Vector<U32> mRegisteredProbes;
ReflectProbeMaterialInfo* mReflectProbeMaterial;
//Array rendering
U32 mEffectiveProbeCount;
S32 mMipCount;
Vector<Point4F> probePositionsData;
Vector<MatrixF> probeWorldToObjData;
Vector<Point4F> probeBBMinData;
Vector<Point4F> probeBBMaxData;
Vector<Point4F> probeUseSphereModeData;
Vector<Point4F> probeRadiusData;
Vector<Point4F> probeAttenuationData;
Vector<GFXCubemapHandle> cubeMaps;
Vector<GFXCubemapHandle> irradMaps;
/// The scene graph the light manager is associated with.
SceneManager *mSceneManager;
AlignedArray<Point4F> mProbePositions;
AlignedArray<Point4F> mProbeBBMin;
AlignedArray<Point4F> mProbeBBMax;
AlignedArray<float> mProbeUseSphereMode;
AlignedArray<float> mProbeRadius;
AlignedArray<float> mProbeAttenuation;
GFXCubemapArrayHandle mCubemapArray;
GFXCubemapArrayHandle mIrradArray;
//Utilized in forward rendering
ProbeConstantMap mConstantLookup;
GFXShaderRef mLastShader;
ProbeShaderConstants* mLastConstants;
protected:
//
SimObjectPtr<PostEffect> mProbeArrayEffect;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
virtual void onRemove();
// ConsoleObject
static void initPersistFields();
DECLARE_CONOBJECT(RenderProbeMgr);
protected:
/// The current active light manager.
static RenderProbeMgr *smProbeManager;
typedef GFXVertexPNTT FarFrustumQuadVert;
GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
/// This helper function sets the shader constansts
/// for the stock 4 light forward lighting code.
void _update4ProbeConsts(const SceneData &sgData,
@ -283,57 +215,37 @@ protected:
GFXShaderConstHandle *probeLocalPosSC,
GFXShaderConstBuffer *shaderConsts);
GFXTextureObject * mBrdfTexture;
//Array rendering
Vector<Point3F> probePositions;
Vector<MatrixF> probeWorldToObj;
Vector<Point3F> probeBBMin;
Vector<Point3F> probeBBMax;
Vector<float> probeUseSphereMode;
Vector<float> probeRadius;
Vector<float> probeAttenuation;
Vector<GFXCubemapHandle> cubeMaps;
Vector<GFXCubemapHandle> irradMaps;
GFXCubemapArrayHandle mCubemapArray;
GFXCubemapArrayHandle mIrradArray;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
// RenderBinMgr
void _setupStaticParameters();
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
virtual void render(SceneRenderState * state);
virtual void setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts);
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
// ConsoleObject
static void initPersistFields();
DECLARE_CONOBJECT(RenderProbeMgr);
PostEffect* getProbeArrayEffect();
public:
// RenderBinMgr
void updateProbes();
/// Returns the active LM.
static inline RenderProbeMgr* getProbeManager();
ReflectProbeMaterialInfo* getReflectProbeMaterial();
void registerProbe(U32 probeIdx);
void unregisterProbe(U32 probeIdx);
// Returns the scene manager passed at activation.
SceneManager* getSceneManager() { return mSceneManager; }
void setSceneManager(SceneManager* sceneManager) { mSceneManager = sceneManager; }
virtual void setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts);
/// Debug rendering
static bool smRenderReflectionProbes;
void bakeProbe(ReflectionProbe *probeInfo);
void bakeProbes();
};
RenderProbeMgr* RenderProbeMgr::getProbeManager()
@ -342,15 +254,7 @@ RenderProbeMgr* RenderProbeMgr::getProbeManager()
{
RenderProbeMgr* probeManager = new RenderProbeMgr();
if (gClientSceneGraph != nullptr)
{
probeManager->setSceneManager(gClientSceneGraph);
smProbeManager = probeManager;
}
else
{
delete probeManager;
}
smProbeManager = probeManager;
}
return smProbeManager;

View file

@ -277,94 +277,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
pixVersion = 3.0;
};
//Reflection probe Specular
new ShaderData( ReflectionProbeShader )
{
/*DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$colorBuffer";
samplerNames[2] = "$matInfoBuffer";
samplerNames[3] = "$cubeMap";
samplerNames[4] = "$irradianceCubemap";
samplerNames[5] = "$BRDFTexture";*/
DXVertexShaderFile = "shaders/common/lighting/advanced/farFrustumQuadV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/farFrustumQuadV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$colorBuffer";
samplerNames[2] = "$matInfoBuffer";
samplerNames[3] = "$BRDFTexture";
samplerNames[4] = "$cubeMap";
samplerNames[5] = "$irradianceCubemap";
pixVersion = 3.0;
};
// Convex-geometry light states
new GFXStateBlockData( AL_ProbeState )
{
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendSrcAlpha; //TODO change this to GFXBlendOne once probes are done in one pass!
blendDest = GFXBlendOne;
blendOp = GFXBlendOpAdd;
colorWriteDefined = true;
colorWriteRed = true;
colorWriteBlue = true;
colorWriteGreen = true;
colorWriteAlpha = true;
zDefined = true;
zEnable = true;
zWriteEnable = false;
zFunc = GFXCmpGreaterEqual;
samplersDefined = true;
samplerStates[0] = SamplerClampPoint; // G-buffer
mSamplerNames[0] = "deferredBuffer";
samplerStates[1] = SamplerClampLinear;
mSamplerNames[1] = "colorBuffer";
samplerStates[2] = SamplerClampLinear;
mSamplerNames[2] = "matInfoBuffer";
mSamplerNames[3] = "BRDFTexture";
mSamplerNames[4] = "cubeMap";
mSamplerNames[5] = "irradianceCubemap";
cullDefined = true;
cullMode = GFXCullCW;
stencilDefined = true;
stencilEnable = true;
stencilFailOp = GFXStencilOpKeep;
stencilZFailOp = GFXStencilOpKeep;
stencilPassOp = GFXStencilOpKeep;
stencilFunc = GFXCmpLess;
stencilRef = 0;
};
new CustomMaterial( ReflectionProbeMaterial )
{
shader = ReflectionProbeShader;
stateBlock = AL_ProbeState;
sampler["deferredBuffer"] = "#deferred";
sampler["matInfoBuffer"] = "#matinfo";
pixVersion = 3.0;
};
//Skylight
//Probe Processing
new ShaderData( IrradianceShader )
{
DXVertexShaderFile = "shaders/common/lighting/advanced/cubemapV.hlsl";
@ -391,63 +304,49 @@ new ShaderData( PrefiterCubemapShader )
pixVersion = 3.0;
};
new ShaderData( SkyLightShader )
//
singleton ShaderData( PFX_ReflectionProbeArray )
{
DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/skylightP.hlsl";
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/skylightP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$matInfoBuffer";
samplerNames[2] = "$colorBuffer";
samplerNames[3] = "$cubeMap";
samplerNames[4] = "$irradianceCubemap";
samplerNames[5] = "$BRDFTexture";
//OGLVertexShaderFile = "shaders/common/postFx/gl//postFxV.glsl";
//OGLPixelShaderFile = "shaders/common/postFx/gl/passthruP.glsl";
pixVersion = 3.0;
};
new CustomMaterial( SkyLightMaterial )
{
shader = SkyLightShader;
stateBlock = AL_ProbeState;
sampler["deferredBuffer"] = "#deferred";
sampler["matInfoBuffer"] = "#matinfo";
sampler["colorBuffer"] = "#color";
pixVersion = 3.0;
};
new ShaderData( ReflectionProbeArrayShader )
{
DXVertexShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$colorBuffer";
samplerNames[2] = "$matInfoBuffer";
samplerNames[3] = "$BRDFTexture";
samplerNames[4] = "$cubeMap";
samplerNames[5] = "$irradianceCubemap";
pixVersion = 3.0;
pixVersion = 2.0;
};
singleton GFXStateBlockData( PFX_ReflectionProbeArrayStateBlock )
{
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;
};
new CustomMaterial( ReflectionProbeArrayMaterial )
singleton PostEffect( reflectionProbeArrayPostFX )
{
shader = ReflectionProbeArrayShader;
stateBlock = AL_ProbeState;
// Do not allow the selection effect to work in reflection
// passes by default so we don't do the extra drawing.
//allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "ProbeBin";
renderPriority = 9999;
isEnabled = true;
shader = PFX_ReflectionProbeArray;
stateBlock = PFX_ReflectionProbeArrayStateBlock;
texture[0] = "#deferred";
texture[1] = "#color";
texture[2] = "#matinfo";
texture[3] = "core/art/pbr/brdfTexture.dds";
sampler["deferredBuffer"] = "#deferred";
sampler["colorBuffer"] = "#color";
sampler["matInfoBuffer"] = "#matinfo";
sampler["BRDFTexture"] = "core/art/pbr/brdfTexture.dds";
pixVersion = 3.0;
target = "AL_FormatToken";
};

View file

@ -89,6 +89,7 @@ function clientCmdMissionStartPhase3(%seq,%missionName)
echo ("*** Phase 3: Mission Lighting");
$MSeq = %seq;
$Client::MissionFile = %missionName;
$pref::ReflectionProbes::CurrentLevelPath = filePath($Client::MissionFile) @ "/" @ fileBase($Client::MissionFile) @ "/probes/";
// Need to light the mission before we are ready.
// The sceneLightingComplete function will complete the handshake

View file

@ -39,11 +39,9 @@ new SimGroup(MissionGroup) {
};
new Skylight() {
enabled = "0";
ProbeShape = "Box";
radius = "10";
posOffset = "0 0 0";
ReflectionMode = "Static Cubemap";
reflectionPath = "levels/AProbeTest/probes/";
StaticCubemap = "sky_day_hdr_cubemap";
Bake = "0";
position = "0 0 0";
@ -52,6 +50,8 @@ new SimGroup(MissionGroup) {
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "e4c73467-4089-11e8-b478-cd227cd60b8b";
ProbeShape = "Box";
reflectionPath = "levels/AProbeTest/probes/";
};
new SimGroup(PlayerDropPoints) {
canSave = "1";
@ -126,15 +126,13 @@ new SimGroup(MissionGroup) {
canSaveDynamicFields = "1";
direction = "1 1 -1";
};
new ReflectionProbe() {
new BoxEnvironmentProbe() {
enabled = "1";
ProbeShape = "Box";
radius = "5";
posOffset = "0 0 0";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/probeTest/probes/";
Bake = "0";
position = "0 0.0825528 2.18272";
position = "0 0 4";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
@ -144,6 +142,65 @@ new SimGroup(MissionGroup) {
IndirectLight = "1 1 1 1";
IndirectLightMode = "Spherical Harmonics";
Intensity = "1";
ProbeShape = "Box";
reflectionPath = "levels/probeTest/probes/";
SkyColor = "0.5 0.5 1 1";
};
new BoxEnvironmentProbe() {
enabled = "1";
radius = "5";
posOffset = "0 0 0";
ReflectionMode = "Baked Cubemap";
Bake = "0";
position = "-10 8 4";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "f281a5ff-1ae9-11e9-9c9a-df9135416cc7";
GroundColor = "0.8 0.7 0.5 1";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Spherical Harmonics";
Intensity = "1";
reflectionPath = "levels/probeTest/probes/";
SkyColor = "0.5 0.5 1 1";
};
new BoxEnvironmentProbe() {
enabled = "1";
radius = "5";
posOffset = "0 0 0";
ReflectionMode = "Baked Cubemap";
Bake = "0";
position = "-10 0 4";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "e9c2eed2-1ae9-11e9-9c9a-df9135416cc7";
GroundColor = "0.8 0.7 0.5 1";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Spherical Harmonics";
Intensity = "1";
reflectionPath = "levels/probeTest/probes/";
SkyColor = "0.5 0.5 1 1";
};
new BoxEnvironmentProbe() {
enabled = "1";
radius = "5";
posOffset = "0 0 0";
ReflectionMode = "Baked Cubemap";
Bake = "0";
position = "-10 -8 4";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "f4db4dde-1ae9-11e9-9c9a-df9135416cc7";
GroundColor = "0.8 0.7 0.5 1";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Spherical Harmonics";
Intensity = "1";
reflectionPath = "levels/probeTest/probes/";
SkyColor = "0.5 0.5 1 1";
};
new ConvexShape() {
@ -156,7 +213,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -171,7 +228,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -186,7 +243,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -201,7 +258,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -216,7 +273,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -231,7 +288,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -246,7 +303,7 @@ new SimGroup(MissionGroup) {
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
@ -313,65 +370,5 @@ new SimGroup(MissionGroup) {
canSave = "1";
canSaveDynamicFields = "1";
};
new ReflectionProbe() {
enabled = "1";
ProbeShape = "Box";
radius = "5";
posOffset = "0 0 0";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/probeTest/probes/";
Bake = "0";
position = "-8.24487 0.0825528 2.5031";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "e9c2eed2-1ae9-11e9-9c9a-df9135416cc7";
GroundColor = "0.8 0.7 0.5 1";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Spherical Harmonics";
Intensity = "1";
SkyColor = "0.5 0.5 1 1";
};
new ReflectionProbe() {
enabled = "1";
ProbeShape = "Box";
radius = "5";
posOffset = "0 0 0";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/probeTest/probes/";
Bake = "0";
position = "-8.24487 3.18253 2.18272";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "f281a5ff-1ae9-11e9-9c9a-df9135416cc7";
GroundColor = "0.8 0.7 0.5 1";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Spherical Harmonics";
Intensity = "1";
SkyColor = "0.5 0.5 1 1";
};
new ReflectionProbe() {
enabled = "1";
ProbeShape = "Box";
radius = "5";
posOffset = "0 0 0";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/probeTest/probes/";
Bake = "0";
position = "-8.24487 -3.37372 2.18272";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "f4db4dde-1ae9-11e9-9c9a-df9135416cc7";
GroundColor = "0.8 0.7 0.5 1";
IndirectLight = "1 1 1 1";
IndirectLightMode = "Spherical Harmonics";
Intensity = "1";
SkyColor = "0.5 0.5 1 1";
};
};
//--- OBJECT WRITE END ---

View file

@ -1,8 +1,7 @@
#include "../../postFx/postFx.hlsl"
#include "../../shaderModel.hlsl"
#include "../../shaderModelAutoGen.hlsl"
#include "farFrustumQuad.hlsl"
#include "../../lighting.hlsl"
#include "../../torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
@ -21,13 +20,15 @@ uniform float cubeMips;
uniform float numProbes;
TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMapAR, 4);
TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
//TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4);
//TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5);
uniform float4 inProbePosArray[MAX_PROBES];
uniform float4x4 worldToObjArray[MAX_PROBES];
uniform float4 bbMinArray[MAX_PROBES];
uniform float4 bbMaxArray[MAX_PROBES];
uniform float useSphereMode[MAX_PROBES];
uniform float radius[MAX_PROBES];
uniform float2 attenuation[MAX_PROBES];
uniform float4 useSphereMode[MAX_PROBES];
uniform float4 radius[MAX_PROBES];
uniform float4 attenuation[MAX_PROBES];
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
@ -51,6 +52,7 @@ float3 iblBoxDiffuse( Surface surface, int id)
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
cubeN.z *=-1;
return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
//return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz;
}
float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
@ -67,6 +69,7 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
cubeR = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMapAR,cubeR,id,lod).xyz * (brdf.x + brdf.y);
//float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y);
return radiance;
}
@ -76,8 +79,8 @@ float defineBoxSpaceInfluence(Surface surface, int id)
float tempAttenVal = 3.5; //replace with per probe atten
float3 surfPosLS = mul( worldToObjArray[id], float4(surface.P,1.0)).xyz;
float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*radius[0]);
float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*radius[0]);
float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*radius[0].x);
float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*radius[0].x);
float boxOuterRange = length(boxMaxLS - boxMinLS);
float boxInnerRange = boxOuterRange / tempAttenVal;
@ -88,11 +91,11 @@ float defineBoxSpaceInfluence(Surface surface, int id)
return max(localDir.x, max(localDir.y, localDir.z)) * -1;
}
float4 main( FarFrustumQuadConnectP 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);
@ -102,29 +105,30 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
{
discard;
}
float blendVal[MAX_PROBES];
float blendVal[MAX_PROBES];
float3 surfToEye = normalize(surface.P - eyePosWorld);
int i = 0;
float blendSum = 0;
float invBlendSum = 0;
float blendSum = 0;
float invBlendSum = 0;
for(i=0; i < numProbes; i++)
{
float3 probeWS = inProbePosArray[i].xyz;
float3 L = probeWS - surface.P;
if(useSphereMode[i])
/*if(useSphereMode[i])
{
float3 L = inProbePosArray[i].xyz - surface.P;
blendVal[i] = 1.0-length(L)/radius[i];
blendVal[i] = max(0,blendVal[i]);
}
else
{
{*/
blendVal[i] = defineBoxSpaceInfluence(surface, i);
blendVal[i] = max(0,blendVal[i]);
}
//}
blendSum += blendVal[i];
invBlendSum +=(1.0f - blendVal[i]);
}
@ -141,6 +145,13 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
blendSum += blendVal[i];
}
float finalSum = blendSum;
//return TORQUE_TEX2D(colorBuffer, IN.uv0.xy);
//return float4(surface.N,1);
//return float4(1,1,1, 1);
//return float4(finalSum,finalSum,finalSum, 1);
// Normalize blendVal
if (blendSum == 0.0f) // Possible with custom weight
{
@ -162,11 +173,13 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
kD *= 1.0 - surface.metalness;
for (i = 0; i < numProbes; ++i)
{
irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
irradiance += float3(blendVal[i],blendVal[i],blendVal[i])/*blendVal[i]*iblBoxDiffuse(surface,i)*/;
specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
}
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
return float4(diffuse + specular * surface.ao, blendSum);
float4 finalColor = float4(diffuse + specular * surface.ao, 1);
return finalColor;
}

View file

@ -1,52 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../hlslStructs.hlsl"
#include "../../shaderModel.hlsl"
#include "../../torque.hlsl"
struct GFXVertexPT
{
float3 pos : POSITION;
float4 uv : TEXCOORD1;
};
struct ConnectData
{
float4 hpos : TORQUE_POSITION;
float4 uv0 : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
uniform float4 rtParams0;
uniform float4x4 worldViewOnly;
ConnectData main( GFXVertexPT IN )
{
ConnectData OUT;
OUT.hpos = float4(IN.pos,1.0);
OUT.uv0 = float4(viewportCoordToRenderTarget( IN.uv, rtParams0 ),0,0);
OUT.vsEyeDir = mul(worldViewOnly, float4(IN.pos, 1.0));
return OUT;
}

View file

@ -1,171 +0,0 @@
#include "../../shaderModelAutoGen.hlsl"
#include "farFrustumQuad.hlsl"
#include "../../lighting.hlsl"
#include "../../torque.hlsl"
struct ConvexConnectP
{
float4 pos : TORQUE_POSITION;
float4 wsEyeDir : TEXCOORD0;
float4 ssPos : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 3);
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 4);
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 5);
uniform float cubeMips;
uniform float4 rtParams0;
uniform float3 probeWSPos;
uniform float3 probeLSPos;
uniform float4 vsFarPlane;
uniform float radius;
uniform float2 attenuation;
uniform float4x4 worldToObj;
uniform float4x4 cameraToWorld;
uniform float3 eyePosWorld;
uniform float3 bbMin;
uniform float3 bbMax;
uniform float useSphereMode;
#define MAX_PROBES 50
uniform float numProbes;
uniform float3 inProbePosArray[MAX_PROBES];
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 boxProject(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax)
{
float3 nrdir = reflectDir;
float3 offset = wsPosition;
float3 plane1vec = (boxMax - offset) / nrdir;
float3 plane2vec = (boxMin - offset) / nrdir;
float3 furthestPlane = max(plane1vec, plane2vec);
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
float3 posonbox = offset + nrdir * dist;
return posonbox - boxWSPos;
}
float3 iblBoxSpecular(float3 normal, float3 wsPos, float roughness, float3 surfToEye,
TORQUE_SAMPLER2D(brdfTexture),
TORQUE_SAMPLERCUBE(radianceCube),
float3 boxPos,
float3 boxMin,
float3 boxMax)
{
float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0);
// BRDF
float2 brdf = TORQUE_TEX2DLOD(brdfTexture, float4(roughness, ndotv,0.0,0.0)).xy;
// Radiance (Specular)
float maxmip = pow(cubeMips+1,2);
float lod = roughness*maxmip;
float3 r = reflect(surfToEye, normal);
float3 cubeR = normalize(r);
cubeR = boxProject(wsPos, cubeR, boxPos, boxMin, boxMax);
float3 radiance = TORQUE_TEXCUBELOD(radianceCube, float4(cubeR, lod)).xyz * (brdf.x + brdf.y);
return radiance;
}
float defineBoxSpaceInfluence(float3 surfPosWS, float3 probePos, float radius, float atten)
{
float3 surfPosLS = mul( worldToObj, float4(surfPosWS,1.0)).xyz;
float3 boxMinLS = probePos-(float3(1,1,1)*radius);
float3 boxMaxLS = probePos+(float3(1,1,1)*radius);
float boxOuterRange = length(boxMaxLS - boxMinLS);
float boxInnerRange = boxOuterRange / atten;
float3 localDir = float3(abs(surfPosLS.x), abs(surfPosLS.y), abs(surfPosLS.z));
localDir = (localDir - boxInnerRange) / (boxOuterRange - boxInnerRange);
return max(localDir.x, max(localDir.y, localDir.z)) * -1;
}
float4 main( ConvexConnectP IN ) : SV_TARGET
{
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
//eye ray WS/LS
float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
//unpack normal and linear depth
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
//create surface
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
float blendVal = 1.0;
/*if(useSphereMode)
{
float3 L = probeWSPos - surface.P;
blendVal = 1.0-length(L)/radius;
clip(blendVal);
}
else
{
float tempAttenVal = 3.5;
blendVal = defineBoxSpaceInfluence(surface.P, probeWSPos, radius, tempAttenVal);
clip(blendVal);
float compression = 0.05;
blendVal=(1.0-compression)+blendVal*compression;
}*/
float3 surfToEye = normalize(surface.P - eyePosWorld);
float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).xyz;
float3 specular = iblBoxSpecular(surface.N, surface.P, surface.roughness, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax);
int i;
irradiance = float3(0,0,0);
float blendSum = 0.00001;
for(i=0; i < numProbes; i++)
{
float3 probeWS = inProbePosArray[i];
float3 L = probeWS - surface.P;
blendVal = 1.0-length(L)/radius;
blendVal = max(0,blendVal);
irradiance += float3(blendVal,blendVal,blendVal);
specular = irradiance;
blendSum += blendVal;
}
//irradiance /= blendSum;
//specular /= blendSum;
blendSum /= numProbes;
//render into the bound space defined above
//
//float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).xyz;
//float3 specular = iblBoxSpecular(surface.N, surface.P, surface.roughness, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax);
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
specular *= F;
//energy conservation
float3 kD = 1.0.xxx - F;
kD *= 1.0 - surface.metalness;
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
return float4(diffuse + specular * surface.ao, blendSum);
}

View file

@ -1,62 +0,0 @@
#include "../../shaderModelAutoGen.hlsl"
#include "farFrustumQuad.hlsl"
#include "../../lighting.hlsl"
#include "../../torque.hlsl"
struct ConvexConnectP
{
float4 pos : TORQUE_POSITION;
float4 wsEyeDir : TEXCOORD0;
float4 ssPos : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 1);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 2);
TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 3);
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 4);
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 5);
uniform float4 rtParams0;
uniform float4 vsFarPlane;
uniform float4x4 cameraToWorld;
uniform float3 eyePosWorld;
float3 iblSpecular(in Surface surface, float3 F)
{
const float MAX_REFLECTION_LOD = 4.0;
float3 prefilteredColor = TORQUE_TEXCUBELOD(cubeMap, float4(surface.R, surface.roughness * MAX_REFLECTION_LOD)).rgb;
float2 envBRDF = TORQUE_TEX2D(BRDFTexture, float2(surface.NdotV, surface.roughness)).rg;
return prefilteredColor * (F * envBRDF.x + envBRDF.y);
}
float4 main( ConvexConnectP IN ) : SV_TARGET
{
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
//eye ray WS/LS
float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
//unpack normal and linear depth
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
//create surface
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).rgb;
float3 specular = iblSpecular(surface, F);
//energy conservation
float3 kD = 1.0.xxx - F;
kD *= 1.0 - surface.metalness;
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
return float4(diffuse + specular * surface.ao, 0);
}

View file

@ -56,7 +56,8 @@ function EWCreatorWindow::init( %this )
%this.registerMissionObject( "PointLight", "Point Light" );
%this.registerMissionObject( "SpotLight", "Spot Light" );
%this.registerMissionObject( "ReflectionProbe", "Reflection Probe" );
%this.registerMissionObject( "BoxEnvironmentProbe", "Box Environment Probe" );
%this.registerMissionObject( "SphereEnvironmentProbe", "Sphere Environment Probe" );
%this.registerMissionObject( "Skylight", "Skylight" );
%this.registerMissionObject( "GroundCover", "Ground Cover" );

View file

@ -64,18 +64,5 @@ function EditorLightingMenu::onMenuSelect( %this )
function updateReflectionProbes()
{
/*%probeIds = parseMissionGroupForIds("ReflectionProbe", "");
%probeCount = getWordCount(%probeIds);
for(%i=0; %i < %probeCount; %i++)
{
%probe = getWord(%probeIds, %i);
%path = filePath($Server::MissionFile) @ "/" @ fileBase($Server::MissionFile) @ "/probes/";
%probe.bake(%path, 64);
}
EWorldEditor.isDirty = true;*/
Canvas.pushDialog(ProbeBakeDlg);
Canvas.pushDialog(ProbeBakeDlg);
}

View file

@ -16,14 +16,16 @@ function ProbeBakeDlg::onWake(%this)
function ProbeBakeDlg_RunBake::onClick(%this)
{
%probeIds = parseMissionGroupForIds("ReflectionProbe", "");
%boxProbeIds = parseMissionGroupForIds("BoxEnvironmentProbe", "");
%sphereProbeIds = parseMissionGroupForIds("SphereEnvironmentProbe", "");
%skylightIds = parseMissionGroupForIds("Skylight", "");
%probeIds = rtrim(ltrim(%boxProbeIds SPC %sphereProbeIds));
%probeIds = rtrim(ltrim(%probeIds SPC %skylightIds));
%probeCount = getWordCount(%probeIds);
%numIter = ProbeBakeDlg_NumIterTxt.getText();
%resolution = ProbeBakeDlg_ProbeResList.getText();
$pref::ReflectionProbes::BakeResolution = ProbeBakeDlg_ProbeResList.getText();
%progressStep = 100 / (%numIter * %probeCount);
%currentProgressValue = 0;
@ -32,17 +34,17 @@ function ProbeBakeDlg_RunBake::onClick(%this)
for(%iter=0; %iter < %numIter; %iter++)
{
%renderWithProbes = false;
$pref::ReflectionProbes::RenderWithProbes = false;
if(%iter != 0)
%renderWithProbes = true;
$pref::ReflectionProbes::RenderWithProbes = true;
for(%i=0; %i < %probeCount; %i++)
{
%probe = getWord(%probeIds, %i);
%path = filePath($Server::MissionFile) @ "/" @ fileBase($Server::MissionFile) @ "/probes/";
%probe.bake(%path, %resolution, %renderWithProbes);
$pref::ReflectionProbes::CurrentLevelPath = filePath($Server::MissionFile) @ "/" @ fileBase($Server::MissionFile) @ "/probes/";
ProbeBin.bakeProbe(%probe);
%currentProgressValue += %progressStep;
ProbeBakeDlg_Progress.setValue(%currentProgressValue);