mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 05:03:47 +00:00
Merge branch 'PBR_ProbeArrayWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayWIP
# Conflicts: # Engine/source/renderInstance/renderProbeMgr.cpp
This commit is contained in:
commit
5d48af3729
21 changed files with 1681 additions and 1523 deletions
232
Engine/source/T3D/lighting/boxEnvironmentProbe.cpp
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232
Engine/source/T3D/lighting/boxEnvironmentProbe.cpp
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@ -0,0 +1,232 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// 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.
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//-----------------------------------------------------------------------------
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#include "T3D/lighting/boxEnvironmentProbe.h"
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#include "math/mathIO.h"
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#include "scene/sceneRenderState.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "materials/baseMatInstance.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/gfxTransformSaver.h"
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#include "math/mathUtils.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "core/stream/fileStream.h"
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#include "core/fileObject.h"
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#include "core/resourceManager.h"
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#include "console/simPersistId.h"
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#include "T3D/gameFunctions.h"
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#include "postFx/postEffect.h"
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#include "renderInstance/renderProbeMgr.h"
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#include "renderInstance/renderProbeMgr.h"
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#include "math/util/sphereMesh.h"
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#include "materials/materialManager.h"
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#include "math/util/matrixSet.h"
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#include "gfx/bitmap/cubemapSaver.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/bitmap/imageUtils.h"
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#include "T3D/lighting/IBLUtilities.h"
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extern bool gEditingMission;
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extern ColorI gCanvasClearColor;
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IMPLEMENT_CO_NETOBJECT_V1(BoxEnvironmentProbe);
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ConsoleDocClass(BoxEnvironmentProbe,
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"@brief An example scene object which renders a mesh.\n\n"
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"This class implements a basic SceneObject that can exist in the world at a "
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"3D position and render itself. There are several valid ways to render an "
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"object in Torque. This class implements the preferred rendering method which "
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"is to submit a MeshRenderInst along with a Material, vertex buffer, "
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"primitive buffer, and transform and allow the RenderMeshMgr handle the "
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"actual setup and rendering for you.\n\n"
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"See the C++ code for implementation details.\n\n"
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"@ingroup Examples\n");
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//-----------------------------------------------------------------------------
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// Object setup and teardown
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//-----------------------------------------------------------------------------
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BoxEnvironmentProbe::BoxEnvironmentProbe() : ReflectionProbe()
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{
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mCaptureMask = REFLECTION_PROBE_CAPTURE_TYPEMASK;
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}
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BoxEnvironmentProbe::~BoxEnvironmentProbe()
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{
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}
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//-----------------------------------------------------------------------------
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// Object Editing
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//-----------------------------------------------------------------------------
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void BoxEnvironmentProbe::initPersistFields()
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{
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// SceneObject already handles exposing the transform
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Parent::initPersistFields();
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}
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void BoxEnvironmentProbe::inspectPostApply()
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{
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Parent::inspectPostApply();
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mDirty = true;
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// Flag the network mask to send the updates
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// to the client object
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setMaskBits(-1);
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}
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bool BoxEnvironmentProbe::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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return true;
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}
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void BoxEnvironmentProbe::onRemove()
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{
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Parent::onRemove();
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}
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void BoxEnvironmentProbe::setTransform(const MatrixF & mat)
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{
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// Let SceneObject handle all of the matrix manipulation
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Parent::setTransform(mat);
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mDirty = true;
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// Dirty our network mask so that the new transform gets
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// transmitted to the client object
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setMaskBits(TransformMask);
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}
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U32 BoxEnvironmentProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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{
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// Allow the Parent to get a crack at writing its info
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U32 retMask = Parent::packUpdate(conn, mask, stream);
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return retMask;
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}
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void BoxEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
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{
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// Let the Parent read any info it sent
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Parent::unpackUpdate(conn, stream);
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}
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//-----------------------------------------------------------------------------
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// Object Rendering
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//-----------------------------------------------------------------------------
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void BoxEnvironmentProbe::updateProbeParams()
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{
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Parent::updateProbeParams();
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mProbeInfo->mProbeShapeType = ProbeRenderInst::Box;
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}
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void BoxEnvironmentProbe::prepRenderImage(SceneRenderState *state)
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{
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if (!mEnabled || !ReflectionProbe::smRenderPreviewProbes)
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return;
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//special hook-in for BoxEnvironmentProbes
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Point3F camPos = state->getCameraPosition();
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mProbeInfo->mBounds.setCenter(camPos);
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mProbeInfo->setPosition(camPos);
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if (ReflectionProbe::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
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{
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GFXTransformSaver saver;
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// Calculate the distance of this object from the camera
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Point3F cameraOffset;
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getRenderTransform().getColumn(3, &cameraOffset);
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cameraOffset -= state->getDiffuseCameraPosition();
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F32 dist = cameraOffset.len();
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if (dist < 0.01f)
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dist = 0.01f;
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// Set up the LOD for the shape
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F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
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mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
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// Make sure we have a valid level of detail
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if (mEditorShapeInst->getCurrentDetail() < 0)
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return;
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BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
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setPreviewMatParameters(state, probePrevMat);
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// GFXTransformSaver is a handy helper class that restores
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// the current GFX matrices to their original values when
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// it goes out of scope at the end of the function
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// Set up our TS render state
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TSRenderState rdata;
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rdata.setSceneState(state);
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rdata.setFadeOverride(1.0f);
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// We might have some forward lit materials
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// so pass down a query to gather lights.
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LightQuery query;
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query.init(getWorldSphere());
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rdata.setLightQuery(&query);
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// Set the world matrix to the objects render transform
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MatrixF mat = getRenderTransform();
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mat.scale(Point3F(1, 1, 1));
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GFX->setWorldMatrix(mat);
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// Animate the the shape
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mEditorShapeInst->animate();
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// Allow the shape to submit the RenderInst(s) for itself
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mEditorShapeInst->render(rdata);
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saver.restore();
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}
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// If the light is selected or light visualization
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// is enabled then register the callback.
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const bool isSelectedInEditor = (gEditingMission && isSelected());
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if (isSelectedInEditor)
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{
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}
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}
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void BoxEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
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{
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Parent::setPreviewMatParameters(renderState, mat);
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}
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116
Engine/source/T3D/lighting/boxEnvironmentProbe.h
Normal file
116
Engine/source/T3D/lighting/boxEnvironmentProbe.h
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@ -0,0 +1,116 @@
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//-----------------------------------------------------------------------------
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||||
// 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.
|
||||
//-----------------------------------------------------------------------------
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||||
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#ifndef BOX_ENVIRONMENT_PROBE_H
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#define BOX_ENVIRONMENT_PROBE_H
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#ifndef REFLECTIONPROBE_H
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#include "T3D/lighting/reflectionProbe.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _TSSHAPEINSTANCE_H_
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#include "ts/tsShapeInstance.h"
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#endif
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#include "lighting/lightInfo.h"
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#ifndef _RENDERPASSMANAGER_H_
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#include "renderInstance/renderPassManager.h"
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#endif
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class BaseMatInstance;
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//-----------------------------------------------------------------------------
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// This class implements a basic SceneObject that can exist in the world at a
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// 3D position and render itself. There are several valid ways to render an
|
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// object in Torque. This class implements the preferred rendering method which
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// is to submit a MeshRenderInst along with a Material, vertex buffer,
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// primitive buffer, and transform and allow the RenderMeshMgr handle the
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// actual setup and rendering for you.
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//-----------------------------------------------------------------------------
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class BoxEnvironmentProbe : public ReflectionProbe
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{
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typedef ReflectionProbe Parent;
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private:
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//Debug rendering
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static bool smRenderPreviewProbes;
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public:
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BoxEnvironmentProbe();
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virtual ~BoxEnvironmentProbe();
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// Declare this object as a ConsoleObject so that we can
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// instantiate it into the world and network it
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DECLARE_CONOBJECT(BoxEnvironmentProbe);
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//--------------------------------------------------------------------------
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// Object Editing
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// Since there is always a server and a client object in Torque and we
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||||
// actually edit the server object we need to implement some basic
|
||||
// networking functions
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//--------------------------------------------------------------------------
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// Set up any fields that we want to be editable (like position)
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static void initPersistFields();
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// Allows the object to update its editable settings
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// from the server object to the client
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virtual void inspectPostApply();
|
||||
|
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// Handle when we are added to the scene and removed from the scene
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bool onAdd();
|
||||
void onRemove();
|
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|
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// Override this so that we can dirty the network flag when it is called
|
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void setTransform(const MatrixF &mat);
|
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|
||||
// This function handles sending the relevant data from the server
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// object to the client object
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
|
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// This function handles receiving relevant data from the server
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||||
// object and applying it to the client object
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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||||
|
||||
//--------------------------------------------------------------------------
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// 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
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||||
// use the same Materials.
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//--------------------------------------------------------------------------
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virtual void updateProbeParams();
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|
||||
// This is the function that allows this object to submit itself for rendering
|
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void prepRenderImage(SceneRenderState *state);
|
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|
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void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
|
||||
};
|
||||
|
||||
#endif // BOX_ENVIRONMENT_PROBE_H
|
||||
|
|
@ -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,
|
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{ 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);
|
||||
}
|
||||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
|
|
|
|||
232
Engine/source/T3D/lighting/sphereEnvironmentProbe.cpp
Normal file
232
Engine/source/T3D/lighting/sphereEnvironmentProbe.cpp
Normal 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);
|
||||
}
|
||||
111
Engine/source/T3D/lighting/sphereEnvironmentProbe.h
Normal file
111
Engine/source/T3D/lighting/sphereEnvironmentProbe.h
Normal 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
|
||||
|
|
@ -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( ¯os );
|
||||
if (texFilename.isNotEmpty() && texFilename[0] == '#')
|
||||
{
|
||||
NamedTexTarget *namedTarget = NamedTexTarget::find(texFilename.c_str() + 1);
|
||||
if (!namedTarget)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Grab the macros for shader initialization.
|
||||
namedTarget->getShaderMacros(¯os);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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> ¯os = 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);
|
||||
}
|
||||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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";
|
||||
};
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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 ---
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
|
|
@ -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" );
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue