probe capture fixes

review of per and post bake protocols showed that the CAPTURING shader macro was not being properly recompiled in. as opengl was not playing nice with a simple batch shader recompilation for all effected shaders, a full lightmanager restart is at time of writing required. once we have a proper globally cached scene structure stored off GPU side, we'll want to change  GFXShader::addGlobalMacro("CAPTURING", String("1")); on over to dirtying that value in the cached buffer via setting a shader global uniform
review of prefilter examples shows a fixed sample count of 1024 across multiple implementations, so we'll use the standard barring further research into where that number is comming from for a scalar approach
review of gl shaders shows a doubleup in compiled state testing, so slimmed that down and added additional debugging reports
This commit is contained in:
AzaezelX 2023-12-05 13:32:03 -06:00
parent 97de2e6b60
commit 8c38448428
8 changed files with 104 additions and 30 deletions

View file

@ -184,6 +184,10 @@ void ReflectionProbe::initPersistFields()
"@note Only works for shadow mapped lights.\n\n"
"@ingroup Lighting");
Con::addVariable("$Probes::Capturing", TypeBool, &RenderProbeMgr::smBakeReflectionProbes,
"Toggles probe rendering capture state.\n\n"
"@ingroup Lighting");
Con::addVariable("$Light::renderPreviewProbes", TypeBool, &ReflectionProbe::smRenderPreviewProbes,
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
"@note Only works for shadow mapped lights.\n\n"
@ -823,7 +827,7 @@ void ReflectionProbe::createEditorResources()
void ReflectionProbe::prepRenderImage(SceneRenderState *state)
{
if (!mEnabled || (!RenderProbeMgr::smRenderReflectionProbes && !dStrcmp(Con::getVariable("$Probes::Capturing", "0"),"1")))
if (!mEnabled || (!RenderProbeMgr::smRenderReflectionProbes || RenderProbeMgr::smBakeReflectionProbes))
return;
Point3F distVec = getRenderPosition() - state->getCameraPosition();

View file

@ -1109,9 +1109,12 @@ bool GFXGLShader::initShader( const Torque::Path &file,
return false;
}
if ( !_loadShaderFromStream( activeShader, file, &stream, macros ) )
if (!_loadShaderFromStream(activeShader, file, &stream, macros))
{
if (smLogErrors)
Con::errorf("GFXGLShader::initShader - unable to load shader from stream: '%s'.", file.getFullPath().c_str());
return false;
}
GLint compile;
glGetShaderiv(activeShader, GL_COMPILE_STATUS, &compile);
@ -1119,17 +1122,13 @@ bool GFXGLShader::initShader( const Torque::Path &file,
U32 logLength = 0;
glGetShaderiv(activeShader, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
GLint compileStatus = GL_TRUE;
if ( logLength )
{
FrameAllocatorMarker fam;
char* log = (char*)fam.alloc(logLength);
glGetShaderInfoLog(activeShader, logLength, NULL, log);
// Always print errors
glGetShaderiv( activeShader, GL_COMPILE_STATUS, &compileStatus );
if ( compileStatus == GL_FALSE )
if (compile == GL_FALSE )
{
if ( smLogErrors )
{
@ -1141,7 +1140,7 @@ bool GFXGLShader::initShader( const Torque::Path &file,
Con::warnf( "Program %s: %s", file.getFullPath().c_str(), log );
}
return compileStatus != GL_FALSE;
return compile != GL_FALSE;
}
/// Returns our list of shader constants, the material can get this and just set the constants it knows about

View file

@ -59,6 +59,8 @@ RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL;
// This variable is a global toggle on if reflection probes should be rendered or not
bool RenderProbeMgr::smRenderReflectionProbes = true;
bool RenderProbeMgr::smBakeReflectionProbes = false;
// This variable defines the maximum draw distance of a probe.
F32 RenderProbeMgr::smMaxProbeDrawDistance = 100;
@ -500,19 +502,50 @@ void RenderProbeMgr::reloadTextures()
void RenderProbeMgr::preBake()
{
Con::setVariable("$Probes::Capturing", "1");
RenderProbeMgr::smBakeReflectionProbes = true;
GFXShader::addGlobalMacro("CAPTURING", String("1"));
//Con::setVariable("$Probes::Capturing", "1");
mRenderMaximumNumOfLights = AdvancedLightBinManager::smMaximumNumOfLights;
mRenderUseLightFade = AdvancedLightBinManager::smUseLightFade;
AdvancedLightBinManager::smMaximumNumOfLights = -1;
AdvancedLightBinManager::smUseLightFade = false;
//kickstart rendering
LightManager* lm = LIGHTMGR;
if (lm)
{
SceneManager* sm = lm->getSceneManager();
if (sm && sm->getContainer() == &gClientContainer)
{
lm->deactivate();
lm->activate(sm);
}
}
}
void RenderProbeMgr::postBake()
{
Con::setVariable("$Probes::Capturing", "0");
RenderProbeMgr::smBakeReflectionProbes = false;
GFXShader::addGlobalMacro("CAPTURING", String("0"));
//Con::setVariable("$Probes::Capturing", "0");
AdvancedLightBinManager::smMaximumNumOfLights = mRenderMaximumNumOfLights;
AdvancedLightBinManager::smUseLightFade = mRenderUseLightFade;
//kickstart rendering
LightManager* lm = LIGHTMGR;
if (lm)
{
SceneManager* sm = lm->getSceneManager();
if (sm && sm->getContainer() == &gClientContainer)
{
lm->deactivate();
lm->activate(sm);
}
}
}
void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
{
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_Bake, ColorI::WHITE);
@ -520,8 +553,6 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!");
U32 startMSTime = Platform::getRealMilliseconds();
preBake();
String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/");
U32 resolution = Con::getIntVariable("$pref::ReflectionProbes::BakeResolution", 64);
U32 prefilterMipLevels = mLog2(F32(resolution)) + 1;
@ -641,7 +672,6 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
if (!renderWithProbes)
RenderProbeMgr::smRenderReflectionProbes = probeRenderState;
postBake();
cubeRefl.unregisterReflector();
@ -845,7 +875,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
_setupPerFrameParameters(state);
// Early out if nothing to draw.
if ((!RenderProbeMgr::smRenderReflectionProbes && !dStrcmp(Con::getVariable("$Probes::Capturing", "0"), "1")) || (!mHasSkylight && mProbeData.effectiveProbeCount == 0))
if (!RenderProbeMgr::smRenderReflectionProbes || (!mHasSkylight && mProbeData.effectiveProbeCount == 0))
{
getProbeArrayEffect()->setSkip(true);
mActiveProbes.clear();
@ -875,9 +905,6 @@ void RenderProbeMgr::render( SceneRenderState *state )
String probePerFrame = Con::getVariable("$pref::MaxProbesPerFrame", "8");
mProbeArrayEffect->setShaderMacro("MAX_PROBES", probePerFrame);
String probeCapturing = Con::getVariable("$Probes::Capturing", "0");
mProbeArrayEffect->setShaderMacro("CAPTURING", probeCapturing);
mProbeArrayEffect->setTexture(3, mBRDFTexture);
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);
@ -953,11 +980,15 @@ void RenderProbeMgr::render( SceneRenderState *state )
DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (nullAsType< ReflectionProbe*>()),
"@brief Bakes the cubemaps for a reflection probe\n\n.")
{
object->preBake();
if(probe != nullptr)
object->bakeProbe(probe);
object->postBake();
}
DefineEngineMethod(RenderProbeMgr, bakeProbes, void, (),, "@brief Iterates over all reflection probes in the scene and bakes their cubemaps\n\n.")
{
object->preBake();
object->bakeProbes();
object->postBake();
}

View file

@ -357,6 +357,7 @@ public:
/// </summary>
static bool smRenderReflectionProbes;
static bool smBakeReflectionProbes;
//=============================================================================
// Utility functions for processing and setting up the probes for rendering
//=============================================================================

View file

@ -66,6 +66,10 @@ uniform vec4 albedo;
#define DEBUGVIZ_CONTRIB 0
#endif
#ifndef CAPTURE_LIGHT_FLOOR
#define CAPTURE_LIGHT_FLOOR 0.04
#endif
vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
{
float denum = dot( plane.xyz, direction.xyz );
@ -234,7 +238,7 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
vec3 Fr = D * F * Vis;
#if CAPTURING == 1
return saturate(mix(Fd + Fr,surface.f0,surface.metalness));
return mix(Fd + Fr, surface.baseColor.rgb, surface.metalness);
#else
return Fd + Fr;
#endif
@ -243,23 +247,38 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
vec3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
{
vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity, 0.0f);
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity, lightfloor);
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
}
vec3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity * attenuation, 0.0f);
vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity * attenuation, lightfloor);
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
}
vec3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, vec3 lightDir, vec2 lightSpotParams, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
float attenuation = 1.0f;
attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
vec3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, 0.0f) ;
vec3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, lightfloor);
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
}

View file

@ -68,6 +68,10 @@ uniform float4 albedo;
#define DEBUGVIZ_CONTRIB 0
#endif
#ifndef CAPTURE_LIGHT_FLOOR
#define CAPTURE_LIGHT_FLOOR 0.04
#endif
inline float3 getDistanceVectorToPlane( float3 origin, float3 direction, float4 plane )
{
float denum = dot( plane.xyz, direction.xyz );
@ -235,7 +239,7 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
float3 Fr = D * F * Vis;
#if CAPTURING == 1
return saturate(lerp(Fd + Fr,surface.f0,surface.metalness));
return lerp(Fd + Fr,surface.baseColor.rgb,surface.metalness);
#else
return Fd + Fr;
#endif
@ -244,25 +248,41 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
float3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
{
float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity, 0.0f) ;
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity, lightfloor) ;
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
}
float3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, 0.0f) ;
float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, lightfloor) ;
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
}
float3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float3 lightDir, float2 lightSpotParams, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
float attenuation = 1.0f;
attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, 0.0f) ;
float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, lightfloor) ;
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
}
float computeSpecOcclusion( float NdotV , float AO , float roughness )
{
return saturate (pow( abs(NdotV + AO) , exp2 ( -16.0f * roughness - 1.0f )) - 1.0f + AO );

View file

@ -86,7 +86,7 @@ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N)
vec3 prefilterEnvMap(vec3 R)
{
int sampleCount = resolution*2;
int sampleCount = 1024;
vec3 N = R;
vec3 V = R;
float totalWeight = 0.0;
@ -107,7 +107,7 @@ vec3 prefilterEnvMap(vec3 R)
float HdotV = max(dot(H, V), 0.0);
float pdf = D * NdotH / (4.0 * HdotV) + 0.0001;
float saTexel = 4.0 * M_PI_F / float(6.0 * sampleCount * sampleCount);
float saTexel = 4.0 * M_PI_F / float(6.0 * resolution * resolution);
float saSample = 1.0 / (float(sampleCount) * pdf + 0.0001);
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);

View file

@ -88,7 +88,7 @@ float3 ImportanceSampleGGX(float2 Xi, float3 N)
float4 prefilterEnvMap(float3 R)
{
int sampleCount = resolution*2;
int sampleCount = 1024;
float3 N = R;
float3 V = R;
float totalWeight = 0.0;
@ -109,7 +109,7 @@ float4 prefilterEnvMap(float3 R)
float HdotV = max(dot(H, V), 0.0);
float pdf = D * NdotH / (4.0 * HdotV) + 0.0001;
float saTexel = 4.0 * M_PI_F / (6.0 * sampleCount * sampleCount);
float saTexel = 4.0 * M_PI_F / (6.0 * resolution * resolution);
float saSample = 1.0 / (float(sampleCount) * pdf + 0.0001);
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);