This commit is contained in:
Areloch 2019-04-15 23:11:18 -05:00
parent ec9e8c3563
commit 95962cbcbc
21 changed files with 4102 additions and 108 deletions

View file

@ -31,7 +31,7 @@
#include "gfx/bitmap/imageUtils.h"
GLenum GFXGLCubemap::faceList[6] =
static GLenum faceList[6] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
@ -55,6 +55,11 @@ GFXGLCubemap::~GFXGLCubemap()
GFXTextureManager::removeEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
}
GLenum GFXGLCubemap::getEnumForFaceNumber(U32 face)
{
return faceList[face];
}
void GFXGLCubemap::fillCubeTextures(GFXTexHandle* faces)
{
AssertFatal( faces, "");
@ -280,3 +285,225 @@ void GFXGLCubemap::_onTextureEvent( GFXTexCallbackCode code )
else
tmResurrect();
}
U8* GFXGLCubemap::getTextureData(U32 face, U32 mip)
{
AssertFatal(mMipMapLevels, "");
mip = (mip < mMipMapLevels) ? mip : 0;
const U32 bytesPerTexel = 4; //TODO make work with more formats!!!!!
const U32 dataSize = ImageUtil::isCompressedFormat(mFaceFormat)
? getCompressedSurfaceSize(mFaceFormat, mWidth, mHeight, mip)
: (mWidth >> mip) * (mHeight >> mip) * bytesPerTexel;
U8* data = new U8[dataSize];
PRESERVE_TEXTURE(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
if (ImageUtil::isCompressedFormat(mFaceFormat))
glGetCompressedTexImage(faceList[face], mip, data);
else
glGetTexImage(faceList[face], mip, GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], data);
return data;
}
//-----------------------------------------------------------------------------
// Cubemap Array
//-----------------------------------------------------------------------------
GFXGLCubemapArray::GFXGLCubemapArray()
{
}
GFXGLCubemapArray::~GFXGLCubemapArray()
{
glDeleteTextures(1, &mCubemap);
}
//TODO: really need a common private 'init' function to avoid code double up with these init* functions
void GFXGLCubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
{
AssertFatal(cubemaps, "GFXGLCubemapArray- Got null GFXCubemapHandle!");
AssertFatal(*cubemaps, "GFXGLCubemapArray - Got empty cubemap!");
//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
mSize = cubemaps[0]->getSize();
mFormat = cubemaps[0]->getFormat();
mMipMapLevels = cubemaps[0]->getMipMapLevels();
mNumCubemaps = cubemapCount;
const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
glGenTextures(1, &mCubemap);
PRESERVE_CUBEMAP_ARRAY_TEXTURE();
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
for (U32 i = 0; i < cubemapCount; i++)
{
GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemaps[i].getPointer());
for (U32 face = 0; face < 6; face++)
{
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
//U32 currentMip = 0;
{
U8 *pixelData = glTex->getTextureData(face, currentMip);
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
/*if (isCompressed)
{
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
}
else
{*/ //TODO figure out xyzOffsets
glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, 0, mipSize, mipSize, i * face, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
//}
delete[] pixelData;
}
}
}
}
//Just allocate the cubemap array but we don't upload any data
void GFXGLCubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format)
{
//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
mSize = cubemapFaceSize;
mFormat = format;
mMipMapLevels = ImageUtil::getMaxMipCount(cubemapFaceSize, cubemapFaceSize);
mNumCubemaps = cubemapCount;
const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
glGenTextures(1, &mCubemap);
PRESERVE_CUBEMAP_ARRAY_TEXTURE();
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
/*for (U32 i = 0; i < cubemapCount; i++)
{
GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemaps[i].getPointer());
for (U32 face = 0; face < 6; face++)
{
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{
U8 *pixelData = glTex->getTextureData(face, currentMip);
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
if (isCompressed)
{
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
}
else
{
glTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize,
0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
}
delete[] pixelData;
}
}
}*/
}
void GFXGLCubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32 slot)
{
AssertFatal(slot <= mNumCubemaps, "GFXD3D11CubemapArray::updateTexture - trying to update a cubemap texture that is out of bounds!");
const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemap.getPointer());
for (U32 face = 0; face < 6; face++)
{
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
//U32 currentMip = 0;
{
U8 *pixelData = glTex->getTextureData(face, currentMip);
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
/*if (isCompressed)
{
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
}
else
{*/ //TODO figure out xyzOffsets
glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, 0, mipSize, mipSize, slot * face, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
//}
delete[] pixelData;
}
}
}
void GFXGLCubemapArray::copyTo(GFXCubemapArray *pDstCubemap)
{
AssertFatal(pDstCubemap, "GFXGLCubemapArray::copyTo - Got null GFXCubemapArray");
const U32 dstCount = pDstCubemap->getNumCubemaps();
const GFXFormat dstFmt = pDstCubemap->getFormat();
const U32 dstSize = pDstCubemap->getSize();
const U32 dstMips = pDstCubemap->getMipMapLevels();
AssertFatal(dstCount > mNumCubemaps, "GFXGLCubemapArray::copyTo - Destination too small");
AssertFatal(dstFmt == mFormat, "GFXGLCubemapArray::copyTo - Destination format doesn't match");
AssertFatal(dstSize == mSize, "GFXGLCubemapArray::copyTo - Destination size doesn't match");
AssertFatal(dstMips == mMipMapLevels, "GFXGLCubemapArray::copyTo - Destination mip levels doesn't match");
GFXGLCubemapArray* pDstCube = static_cast<GFXGLCubemapArray*>(pDstCubemap);
for (U32 cubeMap = 0; cubeMap < mNumCubemaps; cubeMap++)
{
for (U32 face = 0; face < CubeFaces; face++)
{
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
//U32 currentMip = 0;
{
//U8 *pixelData = pDstCube->get->getTextureData(face, currentMip);
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
/*if (isCompressed)
{
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
}
else
{*/ //TODO figure out xyzOffsets
glCopyImageSubData(mCubemap, GL_TEXTURE_CUBE_MAP_ARRAY, cubeMap * face, 0, 0, 0, pDstCube->mCubemap, GL_TEXTURE_CUBE_MAP_ARRAY, cubeMap * face, 0, 0, 0, mipSize, mipSize, 6);
//glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
//glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, 0, mipSize, mipSize, CubeFaces, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
//}
//delete[] pixelData;
}
}
}
}
void GFXGLCubemapArray::setToTexUnit(U32 tuNum)
{
static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapArrayInternal(tuNum, this);
}
void GFXGLCubemapArray::bind(U32 textureUnit) const
{
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
static_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
if (!sb)
return;
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
}

View file

@ -30,6 +30,9 @@
#include "core/resource.h"
#endif
const U32 CubeFaces = 6;
const U32 MaxMipMaps = 13; //todo this needs a proper static value somewhere to sync up with other classes like GBitmap
class GFXGLCubemap : public GFXCubemap
{
@ -55,7 +58,11 @@ public:
/// Called by texCB; this is to ensure that all textures have been resurrected before we attempt to res the cubemap.
void tmResurrect();
static GLenum getEnumForFaceNumber(U32 face) { return faceList[face]; } ///< Performs lookup to get a GLenum for the given face number
static GLenum getEnumForFaceNumber(U32 face);///< Performs lookup to get a GLenum for the given face number
/// @return An array containing the texture data
/// @note You are responsible for deleting the returned data! (Use delete[])
U8* getTextureData(U32 face, U32 mip = 0);
protected:
@ -85,7 +92,29 @@ protected:
virtual void bind(U32 textureUnit) const; ///< Notifies our owning device that we want to be set to the given texture unit (used for GL internal state tracking)
void fillCubeTextures(GFXTexHandle* faces); ///< Copies the textures in faces into the cubemap
static GLenum faceList[6]; ///< Lookup table
};
class GFXGLCubemapArray : public GFXCubemapArray
{
public:
GFXGLCubemapArray();
virtual ~GFXGLCubemapArray();
//virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format);
virtual void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot);
virtual void copyTo(GFXCubemapArray *pDstCubemap);
virtual void setToTexUnit(U32 tuNum);
// GFXResource interface
virtual void zombify() {}
virtual void resurrect() {}
protected:
friend class GFXGLDevice;
void bind(U32 textureUnit) const;
GLuint mCubemap; ///< Internal GL handle
};
#endif

View file

@ -448,6 +448,13 @@ GFXCubemap* GFXGLDevice::createCubemap()
return cube;
};
GFXCubemapArray *GFXGLDevice::createCubemapArray()
{
GFXGLCubemapArray* cubeArray = new GFXGLCubemapArray();
cubeArray->registerResourceWithDevice(this);
return cubeArray;
}
void GFXGLDevice::endSceneInternal()
{
// nothing to do for opengl
@ -675,6 +682,22 @@ void GFXGLDevice::setCubemapInternal(U32 textureUnit, const GFXGLCubemap* textur
}
}
void GFXGLDevice::setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture)
{
if (texture)
{
mActiveTextureType[textureUnit] = GL_TEXTURE_CUBE_MAP_ARRAY;
texture->bind(textureUnit);
}
else if (mActiveTextureType[textureUnit] != GL_ZERO)
{
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(mActiveTextureType[textureUnit], 0);
getOpenglCache()->setCacheBindedTex(textureUnit, mActiveTextureType[textureUnit], 0);
mActiveTextureType[textureUnit] = GL_ZERO;
}
}
void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
{
// ONLY NEEDED ON FFP

View file

@ -39,6 +39,7 @@ class GFXGLVertexBuffer;
class GFXGLPrimitiveBuffer;
class GFXGLTextureTarget;
class GFXGLCubemap;
class GFXGLCubemapArray;
class GFXGLStateCache;
class GFXGLVertexDecl;
@ -81,7 +82,7 @@ public:
virtual U32 getTotalVideoMemory();
virtual GFXCubemap * createCubemap();
virtual GFXCubemapArray *createCubemapArray() { return NULL; } //TODO: implement
virtual GFXCubemapArray *createCubemapArray();
virtual F32 getFillConventionOffset() const { return 0.0f; }
@ -170,7 +171,8 @@ protected:
virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
virtual void setCubemapInternal(U32 cubemap, const GFXGLCubemap* texture);
virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
virtual void setLightMaterialInternal(const GFXLightMaterial mat);
@ -207,11 +209,12 @@ private:
friend class GFXGLTextureObject;
friend class GFXGLCubemap;
friend class GFXGLCubemapArray;
friend class GFXGLWindowTarget;
friend class GFXGLPrimitiveBuffer;
friend class GFXGLVertexBuffer;
static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
U32 mAdapterIndex;

View file

@ -80,6 +80,7 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
case GFXSCT_Int:
case GFXSCT_Sampler:
case GFXSCT_SamplerCube:
case GFXSCT_SamplerCubeArray:
return 4;
case GFXSCT_Float2:
case GFXSCT_Int2:
@ -625,6 +626,9 @@ void GFXGLShader::initConstantDescs()
case GL_SAMPLER_CUBE:
desc.constType = GFXSCT_SamplerCube;
break;
case GL_SAMPLER_CUBE_MAP_ARRAY:
desc.constType = GFXSCT_SamplerCubeArray;
break;
default:
AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
// If we don't recognize the constant don't add its description.
@ -656,7 +660,7 @@ void GFXGLShader::initHandles()
HandleMap::Iterator handle = mHandles.find(desc.name);
S32 sampler = -1;
if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube)
if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube || desc.constType == GFXSCT_SamplerCubeArray)
{
S32 idx = mSamplerNamesOrdered.find_next(desc.name);
AssertFatal(idx != -1, "");
@ -699,7 +703,7 @@ void GFXGLShader::initHandles()
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
{
GFXGLShaderConstHandle* handle = iter->value;
if(handle->isValid() && (handle->getType() == GFXSCT_Sampler || handle->getType() == GFXSCT_SamplerCube))
if(handle->isValid() && (handle->getType() == GFXSCT_Sampler || handle->getType() == GFXSCT_SamplerCube || handle->getType() == GFXSCT_SamplerCubeArray))
{
// Set sampler number on our program.
glUniform1i(handle->mLocation, handle->mSamplerNum);
@ -831,6 +835,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
case GFXSCT_Int:
case GFXSCT_Sampler:
case GFXSCT_SamplerCube:
case GFXSCT_SamplerCubeArray:
glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Int2:

View file

@ -20,11 +20,11 @@ public:
class TextureUnit
{
public:
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0)
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0)
{
}
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube;
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray;
};
/// after glBindTexture
@ -45,6 +45,9 @@ public:
case GL_TEXTURE_CUBE_MAP:
mTextureUnits[mActiveTexture].mTextureCube = handle;
break;
case GL_TEXTURE_CUBE_MAP_ARRAY:
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
break;
default:
AssertFatal(0, avar("GFXGLStateCache::setCacheBindedTex - binding (%x) not supported.", biding) );
return;
@ -68,6 +71,9 @@ public:
case GL_TEXTURE_CUBE_MAP:
mTextureUnits[mActiveTexture].mTextureCube = handle;
break;
case GL_TEXTURE_CUBE_MAP_ARRAY:
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
break;
case GL_FRAMEBUFFER:
mBindedFBO_W = mBindedFBO_R = handle;
break;
@ -101,6 +107,8 @@ public:
return mTextureUnits[mActiveTexture].mTexture1D;
case GL_TEXTURE_CUBE_MAP:
return mTextureUnits[mActiveTexture].mTextureCube;
case GL_TEXTURE_CUBE_MAP_ARRAY:
return mTextureUnits[mActiveTexture].mTextureCubeArray;
case GL_DRAW_FRAMEBUFFER:
return mBindedFBO_W;
case GL_READ_FRAMEBUFFER:

View file

@ -191,6 +191,9 @@ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_3D, GL_TEXTU
#define PRESERVE_CUBEMAP_TEXTURE() \
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, (GFXGLPreserveInteger::BindFn)glBindTexture)
#define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
#define _GET_TEXTURE_BINDING(binding) \
binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D )

View file

@ -423,7 +423,7 @@ void RenderProbeMgr::_setupStaticParameters()
if (!curEntry.mIsEnabled)
continue;
if (curEntry.mIsSkylight)
if (curEntry.mProbeShapeType == ProbeRenderInst::ProbeShapeType::Skylight || curEntry.mIsSkylight)
{
skylightPos = curEntry.getPosition();
skylightPrefilterMap = curEntry.mPrefilterCubemap;
@ -680,11 +680,13 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
{
if (curEntry.mPrefilterCubemap.isValid() && curEntry.mPrefilterCubemap.isValid())
{
U32 specSample = probeShaderConsts->mSkylightSpecularMap->getSamplerRegister();
U32 irradSample = probeShaderConsts->mSkylightIrradMap->getSamplerRegister();
S32 specSample = probeShaderConsts->mSkylightSpecularMap->getSamplerRegister();
if (specSample != -1)
GFX->setCubeTexture(specSample, curEntry.mPrefilterCubemap);
GFX->setCubeTexture(probeShaderConsts->mSkylightSpecularMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
S32 irradSample = probeShaderConsts->mSkylightIrradMap->getSamplerRegister();
if (irradSample != -1)
GFX->setCubeTexture(irradSample, curEntry.mIrradianceCubemap);
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 1.0f);
hasSkylight = true;
@ -718,8 +720,13 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
S32 specSample = probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister();
if (specSample != -1)
GFX->setCubeArrayTexture(specSample, mPrefilterArray);
S32 irradSample = probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister();
if (irradSample != -1)
GFX->setCubeArrayTexture(irradSample, mIrradianceArray);
if (!hasSkylight)
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);
@ -779,8 +786,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
//updateProbes();
// Early out if nothing to draw.
if (!ProbeRenderInst::all.size() || !RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (mEffectiveProbeCount == 0
|| mCubeMapCount != 0 && !hasSkylight))
if (!RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (!ProbeRenderInst::all.size() || mEffectiveProbeCount == 0 || mCubeMapCount != 0 ) && !hasSkylight)
{
getProbeArrayEffect()->setSkip(true);
return;
@ -793,6 +799,19 @@ 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);
//Visualization
String useDebugAtten = Con::getVariable("$Probes::showAttenuation", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_ATTENUATION", useDebugAtten);
String useDebugSpecCubemap = Con::getVariable("$Probes::showSpecularCubemaps", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_SPECCUBEMAP", useDebugSpecCubemap);
String useDebugDiffuseCubemap = Con::getVariable("$Probes::showDiffuseCubemaps", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_DIFFCUBEMAP", useDebugDiffuseCubemap);
String useDebugContrib = Con::getVariable("$Probes::showProbeContrib", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib);
//Array rendering
//U32 probeCount = ProbeRenderInst::all.size();
@ -804,23 +823,14 @@ void RenderProbeMgr::render( SceneRenderState *state )
mProbeArrayEffect->setCubemapTexture(7, skylightIrradMap);
}
mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount);
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
if (mEffectiveProbeCount != 0)
{
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);
String useDebugAtten = Con::getVariable("$Probes::showAttenuation", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_ATTENUATION", useDebugAtten);
String useDebugSpecCubemap = Con::getVariable("$Probes::showSpecularCubemaps", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_SPECCUBEMAP", useDebugSpecCubemap);
String useDebugDiffuseCubemap = Con::getVariable("$Probes::showDiffuseCubemaps", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_DIFFCUBEMAP", useDebugDiffuseCubemap);
String useDebugContrib = Con::getVariable("$Probes::showProbeContrib", "0");
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib);
if (useDebugContrib == String("1"))
{
MRandomLCG RandomGen;
@ -841,15 +851,12 @@ void RenderProbeMgr::render( SceneRenderState *state )
else if (i == 2)
contribColors[i] = Point4F(0, 0, 1, 1);
else
contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1),1);
contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1), 1);
}
mProbeArrayEffect->setShaderConst("$probeContribColors", contribColors);
}
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount);
mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositionsData);
mProbeArrayEffect->setShaderConst("$inRefPosArray", probeRefPositionsData);
mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObjData);