Finished current cleanup/reorg.

Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
This commit is contained in:
Areloch 2019-02-14 00:35:22 -06:00
parent 58e3349286
commit 788e265477
18 changed files with 1024 additions and 1282 deletions

View file

@ -38,6 +38,11 @@
#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);
@ -69,22 +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()
@ -97,46 +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),
@ -193,69 +165,18 @@ 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),
mLastShader(nullptr),
mLastConstants(nullptr)
{
String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
mEffectiveProbeCount = 0;
mMipCount = 0;
mProbeArrayEffect = nullptr;
numProbesSC = nullptr;
smProbeManager = this;
}
@ -264,6 +185,12 @@ RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 proce
{
}
void RenderProbeMgr::onRemove()
{
SAFE_DELETE(mLastConstants);
Parent::onRemove();
}
void RenderProbeMgr::initPersistFields()
{
Parent::initPersistFields();
@ -350,13 +277,24 @@ void RenderProbeMgr::_setupStaticParameters()
mEffectiveProbeCount = 0;
mMipCount = 0;
probePositions.setSize(MAXPROBECOUNT);
probeWorldToObj.setSize(MAXPROBECOUNT);
probeBBMin.setSize(MAXPROBECOUNT);
probeBBMax.setSize(MAXPROBECOUNT);
probeUseSphereMode.setSize(MAXPROBECOUNT);
probeRadius.setSize(MAXPROBECOUNT);
probeAttenuation.setSize(MAXPROBECOUNT);
if (probePositionsData.size() != MAXPROBECOUNT)
{
probePositionsData.setSize(MAXPROBECOUNT);
probeWorldToObjData.setSize(MAXPROBECOUNT);
probeBBMinData.setSize(MAXPROBECOUNT);
probeBBMaxData.setSize(MAXPROBECOUNT);
probeUseSphereModeData.setSize(MAXPROBECOUNT);
probeRadiusData.setSize(MAXPROBECOUNT);
probeAttenuationData.setSize(MAXPROBECOUNT);
}
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);
cubeMaps.clear();
irradMaps.clear();
@ -366,43 +304,40 @@ void RenderProbeMgr::_setupStaticParameters()
if (mEffectiveProbeCount >= MAXPROBECOUNT)
break;
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
if (!curEntry->mIsEnabled)
const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
if (!curEntry.mIsEnabled)
continue;
if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
if (curEntry.mCubemap.isNull() || curEntry.mIrradianceCubemap.isNull())
continue;
if (!curEntry->mCubemap->isInitialised())
if (!curEntry.mCubemap->isInitialised())
continue;
if (!curEntry->mIrradianceCubemap->isInitialised())
if (!curEntry.mIrradianceCubemap->isInitialised())
continue;
if (curEntry->mIsSkylight)
if (curEntry.mIsSkylight)
continue;
mMipCount = curEntry->mCubemap.getPointer()->getMipMapLevels();
mMipCount = curEntry.mCubemap.getPointer()->getMipMapLevels();
//Setup
const Point3F &probePos = curEntry->getPosition();
probePositions[mEffectiveProbeCount] = probePos + curEntry->mProbePosOffset;
Point3F probePos = curEntry.getPosition() + curEntry.mProbePosOffset;
probePositionsData[mEffectiveProbeCount] = Point4F(probePos.x, probePos.y, probePos.z,0);
MatrixF trans = curEntry->getTransform();
trans.inverse();
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
probeWorldToObj[mEffectiveProbeCount] = trans;
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);
probeBBMin[mEffectiveProbeCount] = curEntry->mBounds.minExtents;
probeBBMax[mEffectiveProbeCount] = curEntry->mBounds.maxExtents;
probeUseSphereModeData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0, 0,0,0);
probeUseSphereMode[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);
probeRadius[mEffectiveProbeCount] = Point4F(curEntry->mRadius,0,0,0);
probeAttenuation[mEffectiveProbeCount] = Point4F(1, 0, 0, 0);
cubeMaps.push_back(curEntry->mCubemap);
irradMaps.push_back(curEntry->mIrradianceCubemap);
cubeMaps.push_back(curEntry.mCubemap);
irradMaps.push_back(curEntry.mIrradianceCubemap);
mEffectiveProbeCount++;
}
@ -420,75 +355,6 @@ void RenderProbeMgr::_setupStaticParameters()
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
{
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
const Frustum &frustum = state->getCameraFrustum();
MatrixF invCam(frustum.getTransform());
invCam.inverse();
const Point3F *wsFrustumPoints = frustum.getPoints();
const Point3F& cameraPos = frustum.getPosition();
// 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];
{
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);
}
mFarFrustumQuadVerts.set(GFX, 4);
dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
mFarFrustumQuadVerts.unlock();
PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
if (reflProbeMat != nullptr && reflProbeMat->matInstance != nullptr)
{
reflProbeMat->setViewParameters(frustum.getNearDist(),
frustum.getFarDist(),
frustum.getPosition(),
farPlane,
vsFarPlane);
}
}
RenderProbeMgr::ReflectProbeMaterialInfo* RenderProbeMgr::getReflectProbeMaterial()
{
PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
//ReflectProbeMaterialInfo *info = NULL;
if (!mReflectProbeMaterial)
// Now create the material info object.
mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
getGFXVertexFormat<GFXVertexPC>());
return mReflectProbeMaterial;
}
ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
@ -507,27 +373,25 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
if (iter != mConstantLookup.end())
{
mLastForwardConstants = iter->value;
mLastConstants = iter->value;
}
else
{
ProbeShaderConstants* psc = new ProbeShaderConstants();
mConstantLookup[shader] = psc;
mLastForwardConstants = psc;
mLastConstants = psc;
}
// Set our new shader
mLastShader = shader;
}
mLastForwardConstants = new ProbeShaderConstants();
// Make sure that our current lighting constants are initialized
if (!mLastForwardConstants->mInit)
mLastForwardConstants->init(shader);
if (mLastConstants && !mLastConstants->mInit)
mLastConstants->init(shader);
return mLastForwardConstants;
return mLastConstants;
}
void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
@ -548,7 +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);
@ -576,7 +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())
@ -625,6 +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);
@ -633,18 +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)
@ -672,9 +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.
@ -683,7 +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.
@ -708,6 +586,8 @@ void RenderProbeMgr::render( SceneRenderState *state )
if (getProbeArrayEffect() == nullptr)
return;
updateProbes();
// Early out if nothing to draw.
if (!ProbeRenderInst::all.size() || !RenderProbeMgr::smRenderReflectionProbes || mEffectiveProbeCount == 0
|| !state->isDiffusePass() || cubeMaps.empty() || irradMaps.empty())
@ -723,223 +603,161 @@ void RenderProbeMgr::render( SceneRenderState *state )
// Initialize and set the per-frame parameters after getting
// the vector light material as we use lazy creation.
//_setupPerFrameParameters(state);
//Specular
//PROFILE_START(RenderProbeManager_ReflectProbeRender);
// If this is a non-diffuse pass or we have no objects to
// render then tell the effect to skip rendering.
//Array rendering
U32 probeCount = ProbeRenderInst::all.size();
if (mEffectiveProbeCount != 0)
{
//These will in theory be set by the postFX
/*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)
{
GFX->setTexture(3, mBrdfTexture);
}
else
GFX->setTexture(3, NULL);*/
//GFX->setCubeArrayTexture(4, mCubemapArray);
//GFX->setCubeArrayTexture(5, mIrradArray);
mProbeArrayEffect->setCubemapArrayTexture(4, mCubemapArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradArray);
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount);
mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositions);
mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObj);
mProbeArrayEffect->setShaderConst("$bbMinArray", probeBBMin);
mProbeArrayEffect->setShaderConst("$bbMaxArray", probeBBMax);
mProbeArrayEffect->setShaderConst("$useSphereMode", probeUseSphereMode);
mProbeArrayEffect->setShaderConst("$radius", probeRadius);
mProbeArrayEffect->setShaderConst("$attenuation", probeAttenuation);
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("$attenuation", probeAttenuationData);
}
// Finish up.
//if (isRenderingToTarget)
// _onPostRender();
// Make sure the effect is gonna render.
getProbeArrayEffect()->setSkip(false);
//PROFILE_END();
}
//
//
RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
const GFXVertexFormat *vertexFormat)
: matInstance(NULL),
zNearFarInvNearFar(NULL),
farPlane(NULL),
vsFarPlane(NULL),
negFarPlaneDotEye(NULL),
probeWSPos(NULL),
attenuation(NULL),
radius(NULL),
cubeMips(NULL)
void RenderProbeMgr::bakeProbe(ReflectionProbe *probe)
{
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
if (!mat)
return;
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_Bake, ColorI::WHITE);
matInstance = new ReflectProbeMatInstance(*mat);
Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!");
U32 startMSTime = Platform::getRealMilliseconds();
const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>();
String path = Con::getVariable("$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);
for (U32 i = 0; i < macros.size(); i++)
matInstance->addShaderMacro(macros[i].name, macros[i].value);
ReflectionProbe *clientProbe = static_cast<ReflectionProbe*>(probe->getClientObject());
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
String probePrefilterPath = clientProbe->getPrefilterMapPath();
String probeIrradPath = clientProbe->getIrradianceMapPath();
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");
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
eyePosWorld = matInstance->getMaterialParameterHandle("$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())
if (clientProbe->mReflectionModeType != ReflectionProbe::DynamicCubemap)
{
// -dot( farPlane, eyePos )
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
//Prep our bake path
if (probePrefilterPath.isEmpty() || probeIrradPath.isEmpty())
{
Con::errorf("RenderProbeMgr::bake() - Unable to bake our captures because probe doesn't have a path set");
return;
}
}
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
// Save the current transforms so we can restore
// it for child control rendering below.
GFXTransformSaver saver;
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);
}
bool probeRenderState = RenderProbeMgr::smRenderReflectionProbes;
void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
{
//Set up the params
MaterialParameters *matParams = matInstance->getMaterialParameters();
F32 farPlane = 1000.0f;
matParams->setSafe(radius, probeInfo->mRadius);
ReflectorDesc reflDesc;
reflDesc.texSize = resolution;
reflDesc.farDist = farPlane;
reflDesc.detailAdjust = 1;
reflDesc.objectTypeMask = -1;
Point3F probePos = probeInfo->getPosition() + probeInfo->mProbePosOffset;
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
matParams->setSafe(probeWSPos, probePos);
CubeReflector cubeRefl;
cubeRefl.registerReflector(probe, &reflDesc);
worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
matParams->setSafe(probeLSPos, probePos);
ReflectParams reflParams;
// 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;
//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();
F32 probeRadius = probeInfo->mRadius;
Frustum culler;
culler.set(false,
query.fov,
(F32)resolution / (F32)resolution,
query.nearPlane,
query.farPlane,
query.cameraMatrix);
Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
(1.0f / (probeRadius * probeRadius)) * attenRatio.z);
S32 stereoTarget = GFX->getCurrentStereoTarget();
matParams->setSafe(attenuation, attenParams);
Point2I maxRes(2048, 2048); //basically a boundary so we don't go over this and break stuff
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
NamedTexTarget* colorTexTarget = NamedTexTarget::find("color");
reflParams.culler = culler;
reflParams.eyeId = stereoTarget;
reflParams.query = &query;
reflParams.startOfUpdateMs = startMSTime;
reflParams.viewportExtent = maxRes;
if (!deferredTexTarget || !matInfoTexTarget || !colorTexTarget)
if (!renderWithProbes)
RenderProbeMgr::smRenderReflectionProbes = false;
cubeRefl.updateReflection(reflParams);
//Now, save out the maps
//create irridiance cubemap
if (cubeRefl.getCubemap())
{
Con::errorf("ProbeManager::ReflectProbeMaterialInfo::setProbeParameters: Could not retrieve gbuffer");
return;
}
//Just to ensure we're prepped for the generation
clientProbe->createClientResources();
//set textures
GFX->setTexture(0, deferredTexTarget->getTexture());
GFX->setTexture(1, colorTexTarget->getTexture());
GFX->setTexture(2, matInfoTexTarget->getTexture());
//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);
}
//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);
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GenerateIrradianceMap(renderTarget, cubeRefl.getCubemap(), clientProbe->mIrridianceMap->mCubemap);
IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap);
IBLUtilities::SaveCubeMap(clientProbe->getIrradianceMapPath(), clientProbe->mIrridianceMap->mCubemap);
IBLUtilities::SaveCubeMap(clientProbe->getPrefilterMapPath(), clientProbe->mPrefilterMap->mCubemap);
}
else
{
GFX->setCubeTexture(3, probeInfo->mCubemap.getPointer());
matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap.getPointer()->getMipMapLevels(), 2.0f));
Con::errorf("RenderProbeMgr::bake() - Didn't generate a valid scene capture cubemap, unable to generate prefilter and irradiance maps!");
}
if (probeInfo->mIrradianceCubemap == nullptr || probeInfo->mIrradianceCubemap.isNull())
GFX->setCubeTexture(4, nullptr);
else
GFX->setCubeTexture(4, probeInfo->mIrradianceCubemap.getPointer());
if (!renderWithProbes)
RenderProbeMgr::smRenderReflectionProbes = probeRenderState;
GFX->setTexture(5, probeInfo->mBRDFTexture->getPointer());
cubeRefl.unregisterReflector();
//set material params
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0f : 0.0f);
U32 endMSTime = Platform::getRealMilliseconds();
F32 diffTime = F32(endMSTime - startMSTime);
Con::warnf("RenderProbeMgr::bake() - Finished bake! Took %g milliseconds", diffTime);
}
void RenderProbeMgr::bakeProbes()
{
//TODO: make this just find every probe in the current missionGroup and run the bake on it automagically
}
DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (nullAsType< ReflectionProbe*>()),
"@brief returns true if control object is inside the fog\n\n.")
{
if(probe != nullptr)
object->bakeProbe(probe);
}

View file

@ -55,28 +55,26 @@
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;
//Utilized in dynamic reflections
CubeReflector mCubeReflector;
GFXTexHandle *mBRDFTexture;
/// The priority of this light used for
/// light and shadow scoring.
F32 mPriority;
@ -87,16 +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
@ -105,10 +93,6 @@ struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
ProbeShapeType mProbeShapeType;
//Spherical Harmonics data
LinearColorF mSHTerms[9];
F32 mSHConstants[5];
public:
ProbeRenderInst();
@ -121,28 +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();
};
@ -174,26 +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
//**************************************************************************
@ -201,99 +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;
GFXShaderConstHandle *numProbesSC;
GFXShaderConstHandle *probePositionSC;
GFXShaderConstHandle *probeWorldToObjSC;
GFXShaderConstHandle *probeBBMinSC;
GFXShaderConstHandle *probeBBMaxSC;
GFXShaderConstHandle *probeUseSphereModeSC;
GFXShaderConstHandle *probeRadiusSC;
GFXShaderConstHandle *probeAttenuationSC;
AlignedArray<Point4F> mProbePositions;
AlignedArray<Point4F> mProbeBBMin;
AlignedArray<Point4F> mProbeBBMax;
AlignedArray<float> mProbeUseSphereMode;
AlignedArray<float> mProbeRadius;
AlignedArray<float> mProbeAttenuation;
/// The scene graph the light manager is associated with.
//SceneManager *mSceneManager;
GFXCubemapArrayHandle mCubemapArray;
GFXCubemapArrayHandle mIrradArray;
//Utilized in forward rendering
ProbeConstantMap mConstantLookup;
GFXShaderRef mLastShader;
GFXShaderConstBufferRef mLastConstants;
ProbeShaderConstants* mLastForwardConstants;
//
//
PostEffect* getProbeArrayEffect();
ProbeShaderConstants* mLastConstants;
//
SimObjectPtr<PostEffect> mProbeArrayEffect;
protected:
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,
@ -307,38 +215,6 @@ protected:
GFXShaderConstHandle *probeLocalPosSC,
GFXShaderConstBuffer *shaderConsts);
GFXTextureObject * mBrdfTexture;
//Array rendering
U32 mEffectiveProbeCount;
S32 mMipCount;
Vector<Point4F> probePositions;
Vector<MatrixF> probeWorldToObj;
Vector<Point4F> probeBBMin;
Vector<Point4F> probeBBMax;
Vector<Point4F> probeUseSphereMode;
Vector<Point4F> probeRadius;
Vector<Point4F> probeAttenuation;
Vector<GFXCubemapHandle> cubeMaps;
Vector<GFXCubemapHandle> irradMaps;
AlignedArray<Point4F> mProbePositions;
AlignedArray<Point4F> mProbeBBMin;
AlignedArray<Point4F> mProbeBBMax;
AlignedArray<float> mProbeUseSphereMode;
AlignedArray<float> mProbeRadius;
AlignedArray<float> mProbeAttenuation;
GFXCubemapArrayHandle mCubemapArray;
GFXCubemapArrayHandle mIrradArray;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
// RenderBinMgr
void updateProbes();
protected:
void _setupStaticParameters();
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
@ -346,18 +222,16 @@ protected:
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
PostEffect* getProbeArrayEffect();
public:
// ConsoleObject
static void initPersistFields();
DECLARE_CONOBJECT(RenderProbeMgr);
// RenderBinMgr
void updateProbes();
/// Returns the active LM.
static inline RenderProbeMgr* getProbeManager();
ReflectProbeMaterialInfo* getReflectProbeMaterial();
void registerProbe(U32 probeIdx);
void unregisterProbe(U32 probeIdx);
virtual void setProbeInfo(ProcessedMaterial *pmat,
@ -369,6 +243,9 @@ public:
/// Debug rendering
static bool smRenderReflectionProbes;
void bakeProbe(ReflectionProbe *probeInfo);
void bakeProbes();
};
RenderProbeMgr* RenderProbeMgr::getProbeManager()