mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
This commit is contained in:
parent
2d015bc426
commit
6ade6f08ce
545 changed files with 15077 additions and 8437 deletions
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@ -449,6 +449,8 @@ struct ParticleRenderInst : public RenderInst
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/// Bounding box render transform
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const MatrixF *bbModelViewProj;
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Point3F wsPosition;
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/// The particle texture.
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GFXTextureObject *diffuseTex;
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@ -505,6 +505,17 @@ void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probeInfo)
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#endif
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}
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void RenderProbeMgr::reloadTextures()
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{
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U32 probeCount = mRegisteredProbes.size();
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for (U32 i = 0; i < probeCount; i++)
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{
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updateProbeTexture(&mRegisteredProbes[i]);
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}
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mProbesDirty = true;
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}
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void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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{
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PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
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@ -562,112 +573,33 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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{
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PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
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return;
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// Skip over gathering lights if we don't have to!
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//if (probeShaderConsts->isValid())
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{
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PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
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const U32 MAX_FORWARD_PROBES = 4;
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static AlignedArray<Point4F> probePositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
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static AlignedArray<Point4F> refBoxMinArray(MAX_FORWARD_PROBES, sizeof(Point4F));
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static AlignedArray<Point4F> refBoxMaxArray(MAX_FORWARD_PROBES, sizeof(Point4F));
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static AlignedArray<Point4F> probeRefPositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
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static AlignedArray<Point4F> probeConfigArray(MAX_FORWARD_PROBES, sizeof(Point4F));
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Vector<MatrixF> probeWorldToObjArray;
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probeWorldToObjArray.setSize(MAX_FORWARD_PROBES);
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//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
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//F32 range;
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// Need to clear the buffers so that we don't leak
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// lights from previous passes or have NaNs.
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dMemset(probePositionArray.getBuffer(), 0, probePositionArray.getBufferSize());
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dMemset(refBoxMinArray.getBuffer(), 0, refBoxMinArray.getBufferSize());
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dMemset(refBoxMaxArray.getBuffer(), 0, refBoxMaxArray.getBufferSize());
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dMemset(probeRefPositionArray.getBuffer(), 0, probeRefPositionArray.getBufferSize());
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dMemset(probeConfigArray.getBuffer(), 0, probeConfigArray.getBufferSize());
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ProbeDataSet probeSet(MAX_FORWARD_PROBES);
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matSet.restoreSceneViewProjection();
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//Array rendering
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U32 probeCount = mRegisteredProbes.size();
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getBestProbes(sgData.objTrans->getPosition(), &probeSet);
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S8 bestPickProbes[4] = { -1,-1,-1,-1 };
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shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (S32)probeSet.effectiveProbeCount);
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S32 skyLightIdx = -1;
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U32 effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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{
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//if (effectiveProbeCount >= MAX_FORWARD_PROBES)
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// break;
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const ProbeRenderInst& curEntry = mRegisteredProbes[i];
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if (!curEntry.mIsEnabled)
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continue;
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if (!curEntry.mIsSkylight)
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{
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F32 dist = Point3F(sgData.objTrans->getPosition() - curEntry.getPosition()).len();
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if (dist > curEntry.mRadius || dist > curEntry.mExtents.len())
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continue;
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if(bestPickProbes[0] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[0]].mPosition).len() > dist))
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bestPickProbes[0] = i;
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else if (bestPickProbes[1] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[1]].mPosition).len() > dist))
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bestPickProbes[1] = i;
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else if (bestPickProbes[2] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[2]].mPosition).len() > dist))
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bestPickProbes[2] = i;
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else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[3]].mPosition).len() > dist))
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bestPickProbes[3] = i;
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}
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else
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{
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skyLightIdx = curEntry.mCubemapIndex;
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}
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}
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//Grab our best probe picks
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for (U32 i = 0; i < 4; i++)
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{
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if (bestPickProbes[i] == -1)
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continue;
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const ProbeRenderInst& curEntry = mRegisteredProbes[bestPickProbes[i]];
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probePositionArray[effectiveProbeCount] = curEntry.getPosition();
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probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
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probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
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Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
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Point3F refBoxMin = refPos - curEntry.mProbeRefScale * curEntry.getTransform().getScale();
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Point3F refBoxMax = refPos + curEntry.mProbeRefScale * curEntry.getTransform().getScale();
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refBoxMinArray[effectiveProbeCount] = Point4F(refBoxMin.x, refBoxMin.y, refBoxMin.z, 0);
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refBoxMaxArray[effectiveProbeCount] = Point4F(refBoxMax.x, refBoxMax.y, refBoxMax.z, 0);
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probeConfigArray[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
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curEntry.mRadius,
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curEntry.mAtten,
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curEntry.mCubemapIndex);
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effectiveProbeCount++;
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}
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shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (S32)effectiveProbeCount);
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shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probePositionArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeRefPositionArray);
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shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probeSet.probePositionArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeSet.probeRefPositionArray);
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if(probeShaderConsts->isValid())
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shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeWorldToObjArray.address(), effectiveProbeCount, GFXSCT_Float4x4);
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shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeSet.probeWorldToObjArray.address(), probeSet.effectiveProbeCount, GFXSCT_Float4x4);
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shaderConsts->setSafe(probeShaderConsts->mRefBoxMinSC, refBoxMinArray);
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shaderConsts->setSafe(probeShaderConsts->mRefBoxMaxSC, refBoxMaxArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
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shaderConsts->setSafe(probeShaderConsts->mRefBoxMinSC, probeSet.refBoxMinArray);
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shaderConsts->setSafe(probeShaderConsts->mRefBoxMaxSC, probeSet.refBoxMaxArray);
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shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeSet.probeConfigArray);
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shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)skyLightIdx);
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shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)probeSet.skyLightIdx);
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if(probeShaderConsts->mBRDFTextureMap->getSamplerRegister() != -1 && mBRDFTexture.isValid())
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GFX->setTexture(probeShaderConsts->mBRDFTextureMap->getSamplerRegister(), mBRDFTexture);
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@ -679,6 +611,90 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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}
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}
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void RenderProbeMgr::getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet)
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{
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PROFILE_SCOPE(ProbeManager_getBestProbes);
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// Skip over gathering lights if we don't have to!
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//if (probeShaderConsts->isValid())
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{
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//Array rendering
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U32 probeCount = mRegisteredProbes.size();
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Vector<S8> bestPickProbes;
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probeDataSet->effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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{
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const ProbeRenderInst& curEntry = mRegisteredProbes[i];
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if (!curEntry.mIsEnabled)
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continue;
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if (!curEntry.mIsSkylight)
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{
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F32 dist = Point3F(objPosition - curEntry.getPosition()).len();
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if (dist > curEntry.mRadius || dist > curEntry.mExtents.len())
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continue;
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S32 bestPickIndex = -1;
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for (U32 p = 0; p < bestPickProbes.size(); p++)
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{
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if (p > probeDataSet->MAX_PROBE_COUNT)
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break;
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if (bestPickProbes[p] == -1 || (Point3F(objPosition - mRegisteredProbes[bestPickProbes[p]].mPosition).len() > dist))
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bestPickIndex = p;
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}
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//Can't have over our max count. Otherwise, if we haven't found a good slot for our best pick, insert it
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//if we have a best pick slot, update it
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if (bestPickIndex == -1 || bestPickProbes.size() >= probeDataSet->MAX_PROBE_COUNT)
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bestPickProbes.push_back(i);
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else
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bestPickProbes[bestPickIndex] = i;
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}
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else
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{
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probeDataSet->skyLightIdx = curEntry.mCubemapIndex;
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}
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}
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//Grab our best probe picks
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for (U32 i = 0; i < bestPickProbes.size(); i++)
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{
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if (bestPickProbes[i] == -1)
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continue;
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const ProbeRenderInst& curEntry = mRegisteredProbes[bestPickProbes[i]];
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probeDataSet->probePositionArray[probeDataSet->effectiveProbeCount] = curEntry.getPosition();
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probeDataSet->probeRefPositionArray[probeDataSet->effectiveProbeCount] = curEntry.mProbeRefOffset;
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probeDataSet->probeWorldToObjArray[probeDataSet->effectiveProbeCount] = curEntry.getTransform();
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Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
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Point3F refBoxMin = refPos - curEntry.mProbeRefScale * curEntry.getTransform().getScale();
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Point3F refBoxMax = refPos + curEntry.mProbeRefScale * curEntry.getTransform().getScale();
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probeDataSet->refBoxMinArray[probeDataSet->effectiveProbeCount] = Point4F(refBoxMin.x, refBoxMin.y, refBoxMin.z, 0);
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probeDataSet->refBoxMaxArray[probeDataSet->effectiveProbeCount] = Point4F(refBoxMax.x, refBoxMax.y, refBoxMax.z, 0);
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probeDataSet->probeConfigArray[probeDataSet->effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
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curEntry.mRadius,
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curEntry.mAtten,
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curEntry.mCubemapIndex);
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probeDataSet->effectiveProbeCount++;
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}
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}
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}
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void RenderProbeMgr::getProbeTextureData(ProbeTextureArrayData* probeTextureSet)
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{
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probeTextureSet->BRDFTexture = mBRDFTexture;
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probeTextureSet->prefilterArray = mPrefilterArray;
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probeTextureSet->irradianceArray = mIrradianceArray;
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}
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void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
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const Material *mat,
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const SceneData &sgData,
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@ -100,6 +100,8 @@ struct ProbeRenderInst
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U32 mProbeIdx;
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F32 mMultiplier;
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public:
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ProbeRenderInst();
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@ -165,6 +167,51 @@ struct ProbeShaderConstants
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typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
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struct ProbeDataSet
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{
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AlignedArray<Point4F> probePositionArray;
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AlignedArray<Point4F> refBoxMinArray;
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AlignedArray<Point4F> refBoxMaxArray;
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AlignedArray<Point4F> probeRefPositionArray;
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AlignedArray<Point4F> probeConfigArray;
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Vector<MatrixF> probeWorldToObjArray;
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S32 skyLightIdx;
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U32 effectiveProbeCount;
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U32 MAX_PROBE_COUNT;
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ProbeDataSet(U32 maxProbeCount)
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{
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MAX_PROBE_COUNT = maxProbeCount;
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probePositionArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
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refBoxMinArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
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refBoxMaxArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
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probeRefPositionArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
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probeConfigArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
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probeWorldToObjArray.setSize(maxProbeCount);
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// Need to clear the buffers so that we don't leak
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// lights from previous passes or have NaNs.
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dMemset(probePositionArray.getBuffer(), 0, probePositionArray.getBufferSize());
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dMemset(refBoxMinArray.getBuffer(), 0, refBoxMinArray.getBufferSize());
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dMemset(refBoxMaxArray.getBuffer(), 0, refBoxMaxArray.getBufferSize());
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dMemset(probeRefPositionArray.getBuffer(), 0, probeRefPositionArray.getBufferSize());
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dMemset(probeConfigArray.getBuffer(), 0, probeConfigArray.getBufferSize());
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}
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};
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struct ProbeTextureArrayData
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{
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GFXTexHandle BRDFTexture;
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GFXCubemapArrayHandle prefilterArray;
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GFXCubemapArrayHandle irradianceArray;
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};
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//**************************************************************************
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// RenderObjectMgr
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//**************************************************************************
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@ -292,11 +339,18 @@ public:
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void updateProbeTexture(ProbeRenderInst* probeInfo);
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void reloadTextures();
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/// Debug rendering
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static bool smRenderReflectionProbes;
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void bakeProbe(ReflectionProbe *probeInfo);
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void bakeProbes();
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void getProbeTextureData(ProbeTextureArrayData* probeTextureSet);
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S32 getSkylightIndex() { return mSkylightCubemapIdx; }
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//accumulates the best fit of probes given the object position
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void getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet);
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};
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RenderProbeMgr* RenderProbeMgr::getProbeManager()
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