Cleaned and repacked work to update the probe bin and reflection probe behavior to clean and standardize it.

This commit is contained in:
JeffR 2022-02-12 15:53:40 -06:00
parent 68ae0ca96d
commit 79eebdd5f3
24 changed files with 1113 additions and 1012 deletions

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@ -39,7 +39,7 @@
#include "gfx/gfxVertexBuffer.h"
#endif
#include "core/util/systemInterfaceList.h"
//#include "core/util/systemInterfaceList.h"
#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
#include "materials/processedShaderMaterial.h"
@ -52,52 +52,23 @@
#include "scene/reflector.h"
#endif
static U32 MAXPROBECOUNT = 50;
#ifndef REFLECTIONPROBE_H
#include "T3D/lighting/reflectionProbe.h"
#endif
class PostEffect;
class ReflectionProbe;
/// <summary>
/// A simple container for a ReflectionProbe's ProbeInfo and index for it's associated
/// cubemaps in the cubemap array pair
/// </summary>
struct ProbeRenderInst
{
bool mIsEnabled;
MatrixF mTransform;
F32 mRadius;
bool mDirty;
Box3F mBounds;
Point3F mExtents;
Point3F mPosition;
Point3F mProbeRefOffset;
Point3F mProbeRefScale;
F32 mAtten;
GFXCubemapHandle mPrefilterCubemap;
GFXCubemapHandle mIrradianceCubemap;
/// The priority of this light used for
/// light and shadow scoring.
F32 mPriority;
/// A temporary which holds the score used
/// when prioritizing lights for rendering.
F32 mScore;
enum ProbeShapeType
{
Box = 0, ///< Sphere shaped
Sphere = 1, ///< Box-based shape
Skylight = 2
};
ProbeShapeType mProbeShapeType;
ReflectionProbe::ProbeInfo* mProbeInfo;
U32 mCubemapIndex;
U32 mProbeIdx;
public:
ProbeRenderInst();
@ -105,28 +76,11 @@ public:
// Copies data passed in from light
void set(const ProbeRenderInst *probeInfo);
// Accessors
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF &xfm) { mTransform = xfm; }
Point3F getPosition() const { return mPosition; }
void setPosition(const Point3F &pos) { mPosition = pos; }
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void setScore(F32 score) { mScore = score; }
F32 getScore() const { return mScore; }
void clear();
inline bool operator ==(const ProbeRenderInst& b) const
{
return mProbeIdx == b.mProbeIdx;
}
};
/// <summary>
/// A container for all the shader consts needed for rendering probes in forward mode
/// </summary>
struct ProbeShaderConstants
{
bool mInit;
@ -134,19 +88,21 @@ struct ProbeShaderConstants
GFXShaderRef mShader;
//Reflection Probes
GFXShaderConstHandle *mProbePositionSC;
GFXShaderConstHandle *mProbeRefPosSC;
GFXShaderConstHandle *mRefScaleSC;
GFXShaderConstHandle *mProbePositionArraySC;
GFXShaderConstHandle *mProbeRefPosArraySC;
GFXShaderConstHandle *mRefScaleArraySC;
GFXShaderConstHandle *mWorldToObjArraySC;
GFXShaderConstHandle *mProbeConfigDataSC;
GFXShaderConstHandle *mProbeSpecularCubemapSC;
GFXShaderConstHandle *mProbeIrradianceCubemapSC;
GFXShaderConstHandle *mProbeConfigDataArraySC;
GFXShaderConstHandle *mProbeSpecularCubemapArraySC;
GFXShaderConstHandle *mProbeIrradianceCubemapArraySC;
GFXShaderConstHandle *mProbeCountSC;
GFXShaderConstHandle *mBRDFTextureMap;
GFXShaderConstHandle *mSkylightCubemapIdxSC;
GFXShaderConstHandle* mMaxProbeDrawDistanceSC;
ProbeShaderConstants();
~ProbeShaderConstants();
@ -159,6 +115,10 @@ struct ProbeShaderConstants
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
/// <summary>
/// A container for processed and packed probe data. This is made when we get the frame's
/// best probes, and is passed to the shader for actual rendering.
/// </summary>
struct ProbeDataSet
{
Vector<Point4F> probePositionArray;
@ -198,18 +158,10 @@ struct ProbeDataSet
probeWorldToObjArray.setSize(maxProbeCount);
skyLightIdx = -1;
effectiveProbeCount = 0;
}
};
struct ProbeTextureArrayData
{
GFXTexHandle BRDFTexture;
GFXCubemapArrayHandle prefilterArray;
GFXCubemapArrayHandle irradianceArray;
};
//**************************************************************************
// RenderObjectMgr
//**************************************************************************
@ -217,11 +169,6 @@ class RenderProbeMgr : public RenderBinManager
{
typedef RenderBinManager Parent;
Vector<ProbeRenderInst*> mRegisteredProbes;
bool mProbesDirty;
Vector<ProbeRenderInst> mActiveProbes;
public:
//maximum number of allowed probes
static const U32 PROBE_MAX_COUNT = 250;
@ -230,51 +177,161 @@ public:
//number of slots to allocate at once in the cubemap array
static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
static const U32 PROBE_IRRAD_SIZE = 64;
static const U32 PROBE_PREFILTER_SIZE = 64;
//These dictate the default resolution size for the probe arrays
static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
static const U32 INVALID_CUBE_SLOT = U32_MAX;
static F32 smMaxProbeDrawDistance;
static S32 smMaxProbesPerFrame;
static S32 smProbeBakeResolution;
SceneRenderState *mState;
private:
//Array rendering
U32 mEffectiveProbeCount;
S32 mMipCount;
/// <summary>
/// List of registered probes. These are not necessarily rendered in a given frame
/// but the Probe Manager is aware of them and they have cubemap array slots allocated
/// </summary>
Vector<ProbeRenderInst> mRegisteredProbes;
/// <summary>
/// List of active probes. These are ones that are not only registered, but submitted by the probe itself as
/// ready to be rendered. Likely to be rendered in the current frame, settings-dependent.
/// </summary>
Vector<ProbeRenderInst> mActiveProbes;
/// <summary>
/// The PostEffect used to actually rendered the probes into the frame when in deferred mode
/// </summary>
SimObjectPtr<PostEffect> mProbeArrayEffect;
/// <summary>
/// Do we have a active skylight probe
/// </summary>
bool mHasSkylight;
/// <summary>
/// If we have a skylight, what's the array pair index for it?
/// </summary>
S32 mSkylightCubemapIdx;
//number of cubemaps
/// <summary>
/// The 'effective' probe count. This tracks the number of probes that are actually going to be rendered
/// </summary>
U32 mEffectiveProbeCount;
//
//Array rendering
/// <summary>
/// The number of mips the cubemap array has. Mips are used in the PBR calcs for handling roughness
/// </summary>
S32 mMipCount;
/// <summary>
/// The number of cubemaps registered in our array pair
/// </summary>
U32 mCubeMapCount;
//number of cubemap slots allocated
/// <summary>
/// The number of allocated slots for the array pair. Rather than adding slots one at a time to the arrays
/// We allocate in chunks so we don't have to resize/rebuild the arrays as often
/// </summary>
U32 mCubeSlotCount;
//array of cubemap slots, due to the editor these may be mixed around as probes are added and deleted
/// <summary>
/// List indicating if a given allocated slot is actually in use.
/// Due to the editor these may be mixed around as probes are added and deleted
/// </summary>
/// <returns></returns>
bool mCubeMapSlots[PROBE_MAX_COUNT];
/// <summary>
/// The prefilter cubemap array
/// </summary>
GFXCubemapArrayHandle mPrefilterArray;
/// <summary>
/// The irradiance cubemap array
/// </summary>
GFXCubemapArrayHandle mIrradianceArray;
//Utilized in forward rendering
/// <summary>
/// This is used to look up already-made ProbeShaderConsts for a given shader
/// This allows us to avoid having to rebuild the consts each frame if it's a shader
/// we've already handled before.
/// </summary>
ProbeConstantMap mConstantLookup;
/// <summary>
/// The last shader we rendered(in forward mode). With this, we can shortcut the constant
/// lookup if the shader being processed and the last one are the same.
/// </summary>
GFXShaderRef mLastShader;
/// <summary>
/// THe previous shader constants. When used in conjunction with the mLastShader, we can skip
/// having to do a lookup to find an existing ProbeShaderConstants, saving overhead on batched
/// rendering
/// </summary>
ProbeShaderConstants* mLastConstants;
//
SimObjectPtr<PostEffect> mProbeArrayEffect;
//Default skylight, used for shape editors, etc
ProbeRenderInst* mDefaultSkyLight;
/// <summary>
/// The BRDF texture used in PBR math calculations
/// </summary>
GFXTexHandle mBRDFTexture;
/// <summary>
/// Processed best probe selection list of the current frame when rendering in deferred mode.
/// </summary>
ProbeDataSet mProbeData;
///Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures
/// <summary>
/// Allows us the full HDR range on the in-memory cubemap captures
/// </summary>
bool mUseHDRCaptures;
U32 mPrefilterMipLevels;
U32 mPrefilterSize;
protected:
/// The current active light manager.
static RenderProbeMgr* smProbeManager;
//=============================================================================
// Internal Management/Utility Functions
//=============================================================================
/// <summary>
/// Simple utility function that finds the next free cubemap slot for the cubemap array
/// </summary>
/// <returns>U32 index of next available slot</returns>
U32 _findNextEmptyCubeSlot()
{
for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
{
if (!mCubeMapSlots[i])
return i;
}
return INVALID_CUBE_SLOT;
}
/// <summary>
/// Utility function to quickly find a ProbeRenderInst in association to a
/// ReflectionProbe's ProbeInfo
/// </summary>
/// <param name="probeInfo"></param>
/// <returns>Associated ProbeRederInst to param's probeInfo. Null if no matches found</returns>
ProbeRenderInst* findProbeInst(ReflectionProbe::ProbeInfo* probeInfo)
{
for (U32 i = 0; i < mRegisteredProbes.size(); i++)
{
auto asd = mRegisteredProbes[i];
if (mRegisteredProbes[i].mProbeInfo == probeInfo)
{
return &mRegisteredProbes[i];
}
}
return nullptr;
}
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
@ -286,75 +343,139 @@ public:
static void initPersistFields();
static void consoleInit();
virtual void addElement(RenderInst* inst) {};
DECLARE_CONOBJECT(RenderProbeMgr);
protected:
/// The current active light manager.
static RenderProbeMgr *smProbeManager;
/// This helper function sets the shader constansts
/// for the stock 4 light forward lighting code.
void _update4ProbeConsts(const SceneData &sgData,
MatrixSet &matSet,
ProbeShaderConstants *probeShaderConsts,
GFXShaderConstBuffer *shaderConsts);
void _setupStaticParameters();
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst* inst) {};
virtual void render(SceneRenderState * state);
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
PostEffect* getProbeArrayEffect();
U32 _findNextEmptyCubeSlot()
{
for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
{
if (!mCubeMapSlots[i])
return i;
}
return INVALID_CUBE_SLOT;
}
public:
// RenderBinMgr
void updateProbes();
/// Returns the active LM.
static inline RenderProbeMgr* getProbeManager();
void registerProbe(ProbeRenderInst* newProbe);
void unregisterProbe(U32 probeIdx);
void submitProbe(const ProbeRenderInst& newProbe);
static S32 QSORT_CALLBACK _probeScoreCmp(const ProbeRenderInst* a, const ProbeRenderInst* b);
virtual void setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts);
void setupSGData(SceneData& data, const SceneRenderState* state, LightInfo* light);
void updateProbeTexture(ProbeRenderInst* probeInfo);
void reloadTextures();
/// Debug rendering
/// <summary>
/// Static flag used to indicate if probes should be rendered at all. Used for debugging
/// </summary>
static bool smRenderReflectionProbes;
void bakeProbe(ReflectionProbe *probeInfo);
//=============================================================================
// Utility functions for processing and setting up the probes for rendering
//=============================================================================
/// <summary>
/// Sorts probes based on their score values. These scores are calculated by the probes themselves based on size, distance from camera, etc
/// </summary>
static S32 QSORT_CALLBACK _probeScoreCmp(const ProbeRenderInst* a, const ProbeRenderInst* b);
/// <summary>
/// Builds a dataset of the best probes to be rendered this frame.
/// </summary>
/// <param name="objPosition"></param>
/// <param name="probeDataSet"></param>
void getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet);
/// <summary>
/// This function adds a ReflectionProbe to the registered list and also allocates
/// a slot in the cubemap array pair for its use
/// </summary>
/// <param name="probeInfo">The probe info to be registered to the bin</param>
void registerProbe(ReflectionProbe::ProbeInfo* probeInfo);
/// <summary>
/// This function removes the ReflectionProbe from the registered list, and marks it's cubemap
/// array slots as unused, allowing them to be freed.
/// </summary>
/// <param name="probeInfo">The probe info to be un-registered to the bin</param>
void unregisterProbe(ReflectionProbe::ProbeInfo* probeInfo);
/// <summary>
/// This function is for registering a ReflectionProbe's probe info
/// as being rendered in the current frame. This is distinct from
/// registered probes in that registered probes are any 'real' probe
/// in the scene, but they may not necessarily render
/// Active(submmitted) probes are intended to actual be rendered this frame
/// </summary>
/// <param name="probe">The ProbeInfo being submitted to be rendered</param>
void submitProbe(ReflectionProbe::ProbeInfo* probe);
/// <summary>
/// Gets the PostEffect used by the bin for rendering the probe array in deferred
/// </summary>
/// <returns>the PostEffect object</returns>
PostEffect* getProbeArrayEffect();
/// <summary>
/// Finds the associated cubemap array slot for the incoming ProbeInfo and updates the array's texture(s) from it
/// </summary>
/// <param name="probeInfo"></param>
void updateProbeTexture(ReflectionProbe::ProbeInfo* probeInfo);
/// <summary>
/// Forces an update for all registered probes' cubemaps
/// </summary>
void reloadTextures();
/// <summary>
/// Takes a reflection probe and runs the cubemap bake process on it, outputting the resulting files to disk
/// </summary>
void bakeProbe(ReflectionProbe* probe);
/// <summary>
/// Runs the cubemap bake on all probes in the current scene
/// </summary>
void bakeProbes();
void getProbeTextureData(ProbeTextureArrayData* probeTextureSet);
S32 getSkylightIndex() { return mSkylightCubemapIdx; }
//accumulates the best fit of probes given the object position
void getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet);
/// <summary>
/// Returns the active Probe Manager.
/// </summary>
static inline RenderProbeMgr* getProbeManager();
//=============================================================================
// Forward Rendering functions
//=============================================================================
/// <summary>
/// This function returns or builds a ProbeShaderConsts containing needed data for
/// rendering probes in forward mode
/// </summary>
/// <param name="buffer">The GFXShaderConstBuffer used to build or fetch the Probe Consts</param>
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
/// <summary>
/// Sets up the probe data required for doing a render in forward mode.
/// </summary>
virtual void setProbeInfo(ProcessedMaterial* pmat,
const Material* mat,
const SceneData& sgData,
const SceneRenderState* state,
U32 pass,
GFXShaderConstBuffer* shaderConsts);
/// <summary>
/// Invoked as part of the setup in preperation to render an object in forward mode. Used to ensure the probes are
/// sorted ahead of render.
/// </summary>
/// <param name="state"></param>
void setupSGData(SceneData& data, const SceneRenderState* state, LightInfo* light);
/// <summary>
/// Sets up and binds all the shader const data required for rendering probes/IBL for a forward-rendered material.
/// </summary>
/// <returns></returns>
void _update4ProbeConsts(const SceneData& sgData,
MatrixSet& matSet,
ProbeShaderConstants* probeShaderConsts,
GFXShaderConstBuffer* shaderConsts);
//=============================================================================
// Deferred Rendering Functions
//=============================================================================
/// <summary>
/// Ensures the probes are properly sorted before we render them in deferred mode
/// </summary>
void _setupPerFrameParameters(const SceneRenderState *state);
/// <summary>
/// Renders the sorted probes list via a PostEffect to draw them into the buffer data in deferred mode.
/// </summary>
virtual void render(SceneRenderState * state);
virtual void clear() { mActiveProbes.clear(); Parent::clear(); }
};
RenderProbeMgr* RenderProbeMgr::getProbeManager()