mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
This commit is contained in:
parent
1f7cf55204
commit
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102 changed files with 12346 additions and 1911 deletions
956
Engine/source/renderInstance/renderProbeMgr.cpp
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956
Engine/source/renderInstance/renderProbeMgr.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "renderProbeMgr.h"
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#include "console/consoleTypes.h"
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#include "scene/sceneObject.h"
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#include "materials/materialManager.h"
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#include "scene/sceneRenderState.h"
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#include "math/util/sphereMesh.h"
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#include "math/util/matrixSet.h"
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#include "materials/processedMaterial.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "math/mPolyhedron.impl.h"
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#include "gfx/gfxTransformSaver.h"
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IMPLEMENT_CONOBJECT(RenderProbeMgr);
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ConsoleDocClass( RenderProbeMgr,
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"@brief A render bin which uses object callbacks for rendering.\n\n"
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"This render bin gathers object render instances and calls its delegate "
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"method to perform rendering. It is used infrequently for specialized "
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"scene objects which perform custom rendering.\n\n"
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"@ingroup RenderBin\n" );
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S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
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{
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// Debug Profiling.
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PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
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// Fetch asset definitions.
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const ProbeRenderInst* pReflectProbeA = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(a))->inst);
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const ProbeRenderInst* pReflectProbeB = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(b))->inst);
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// Sort.
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//First, immediate check on if either is a skylight. Skylight always gets the highest priority
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//if (pReflectProbeA->mIsSkylight)
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// return 1;
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//else if (pReflectProbeB->mIsSkylight)
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// return -1;
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//No? then sort by score
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if (pReflectProbeA->mScore > pReflectProbeB->mScore)
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return 1;
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else if (pReflectProbeA->mScore < pReflectProbeB->mScore)
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return -1;
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return 0;
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}
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RenderProbeMgr::RenderProbeMgr()
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: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f)
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{
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mReflectProbeMaterial = nullptr;
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mSkylightMaterial = nullptr;
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}
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RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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: RenderBinManager(riType, renderOrder, processAddOrder)
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{
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mReflectProbeMaterial = nullptr;
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mSkylightMaterial = nullptr;
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}
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void RenderProbeMgr::initPersistFields()
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{
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Parent::initPersistFields();
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}
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void RenderProbeMgr::addElement(RenderInst *inst)
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{
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// If this instance is translucent handle it in RenderTranslucentMgr
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if (inst->translucentSort)
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return;
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//AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?");
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internalAddElement(inst);
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ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
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if (probeInst->mIsSkylight)
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{
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addSkylightProbe(probeInst);
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}
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else
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{
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if (probeInst->mProbeShapeType == ProbeInfo::Sphere)
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addSphereReflectionProbe(probeInst);
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else
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addConvexReflectionProbe(probeInst);
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}
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}
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//remove
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//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
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//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
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//
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GFXVertexBufferHandle<GFXVertexPC> RenderProbeMgr::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives)
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{
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static SphereMesh sSphereMesh;
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if (mSphereGeometry.isNull())
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{
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const SphereMesh::TriangleMesh * sphereMesh = sSphereMesh.getMesh(3);
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S32 numPoly = sphereMesh->numPoly;
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mSpherePrimitiveCount = 0;
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mSphereGeometry.set(GFX, numPoly * 3, GFXBufferTypeStatic);
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mSphereGeometry.lock();
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S32 vertexIndex = 0;
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for (S32 i = 0; i<numPoly; i++)
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{
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mSpherePrimitiveCount++;
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mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[0];
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mSphereGeometry[vertexIndex].color = ColorI::WHITE;
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vertexIndex++;
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mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[1];
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mSphereGeometry[vertexIndex].color = ColorI::WHITE;
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vertexIndex++;
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mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[2];
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mSphereGeometry[vertexIndex].color = ColorI::WHITE;
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vertexIndex++;
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}
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mSphereGeometry.unlock();
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}
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outNumPrimitives = mSpherePrimitiveCount;
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outPrimitives = NULL; // For now
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return mSphereGeometry;
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}
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void RenderProbeMgr::addSkylightProbe(ProbeRenderInst *probeInfo)
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{
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probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
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if (!mSkylightMaterial)
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mSkylightMaterial = _getSkylightMaterial();
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}
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void RenderProbeMgr::addSphereReflectionProbe(ProbeRenderInst *probeInfo)
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{
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probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
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if (!mReflectProbeMaterial)
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mReflectProbeMaterial = _getReflectProbeMaterial();
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}
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void RenderProbeMgr::addConvexReflectionProbe(ProbeRenderInst *probeInfo)
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{
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static const Point3F cubePoints[8] =
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{
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Point3F(1, -1, -1), Point3F(1, -1, 1), Point3F(1, 1, -1), Point3F(1, 1, 1),
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Point3F(-1, -1, -1), Point3F(-1, 1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, 1)
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};
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/*static const Point3F cubeNormals[6] =
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{
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Point3F(1, 0, 0), Point3F(-1, 0, 0), Point3F(0, 1, 0),
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Point3F(0, -1, 0), Point3F(0, 0, 1), Point3F(0, 0, -1)
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};*/
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/*static const Point2F cubeTexCoords[4] =
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{
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Point2F(0, 0), Point2F(0, -1),
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Point2F(1, 0), Point2F(1, -1)
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};*/
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static const U32 cubeFaces[36][3] =
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{
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{ 3, 0, 3 },{ 0, 0, 0 },{ 1, 0, 1 },
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{ 2, 0, 2 },{ 0, 0, 0 },{ 3, 0, 3 },
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{ 7, 1, 1 },{ 4, 1, 2 },{ 5, 1, 0 },
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{ 6, 1, 3 },{ 4, 1, 2 },{ 7, 1, 1 },
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{ 3, 2, 1 },{ 5, 2, 2 },{ 2, 2, 0 },
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{ 7, 2, 3 },{ 5, 2, 2 },{ 3, 2, 1 },
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{ 1, 3, 3 },{ 4, 3, 0 },{ 6, 3, 1 },
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{ 0, 3, 2 },{ 4, 3, 0 },{ 1, 3, 3 },
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{ 3, 4, 3 },{ 6, 4, 0 },{ 7, 4, 1 },
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{ 1, 4, 2 },{ 6, 4, 0 },{ 3, 4, 3 },
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{ 2, 5, 1 },{ 4, 5, 2 },{ 0, 5, 0 },
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{ 5, 5, 3 },{ 4, 5, 2 },{ 2, 5, 1 }
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};
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// Fill the vertex buffer
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GFXVertexPC *pVert = NULL;
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probeInfo->numVerts = 36;
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probeInfo->vertBuffer.set(GFX, 36, GFXBufferTypeStatic);
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pVert = probeInfo->vertBuffer.lock();
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Point3F halfSize = Point3F(probeInfo->mRadius, probeInfo->mRadius, probeInfo->mRadius);
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for (U32 i = 0; i < 36; i++)
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{
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const U32& vdx = cubeFaces[i][0];
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pVert[i].point = cubePoints[vdx] * halfSize;
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}
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probeInfo->vertBuffer.unlock();
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// Fill the primitive buffer
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U16 *pIdx = NULL;
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probeInfo->primBuffer.set(GFX, 36, 12, GFXBufferTypeStatic);
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probeInfo->primBuffer.lock(&pIdx);
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for (U16 i = 0; i < 36; i++)
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pIdx[i] = i;
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probeInfo->primBuffer.unlock();
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probeInfo->numPrims = 12;
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if (!mReflectProbeMaterial)
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mReflectProbeMaterial = _getReflectProbeMaterial();
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//
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// mReflectProbeBin.push_back(pEntry);
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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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const Frustum &frustum = state->getCameraFrustum();
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MatrixF invCam(frustum.getTransform());
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invCam.inverse();
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const Point3F *wsFrustumPoints = frustum.getPoints();
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const Point3F& cameraPos = frustum.getPosition();
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// Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
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// polygon, which is at the far plane.
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Point3F cameraOffsetPos = cameraPos;
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// Now build the quad for drawing full-screen vector light
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// passes.... this is a volatile VB and updates every frame.
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FarFrustumQuadVert verts[4];
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{
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verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
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verts[0].texCoord.set(-1.0, 1.0);
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verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
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verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
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verts[1].texCoord.set(1.0, 1.0);
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verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
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verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
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verts[2].texCoord.set(-1.0, -1.0);
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verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
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verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
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verts[3].texCoord.set(1.0, -1.0);
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verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
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}
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mFarFrustumQuadVerts.set(GFX, 4);
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dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
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mFarFrustumQuadVerts.unlock();
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PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
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PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
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MatrixF inverseViewMatrix = worldToCameraXfm;
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//inverseViewMatrix.fullInverse();
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//inverseViewMatrix.transpose();
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//inverseViewMatrix = MatrixF::Identity;
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// Parameters calculated, assign them to the materials
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if (mSkylightMaterial != nullptr && mSkylightMaterial->matInstance != nullptr)
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{
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mSkylightMaterial->setViewParameters(frustum.getNearDist(),
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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vsFarPlane, inverseViewMatrix);
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}
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if (mReflectProbeMaterial != nullptr && mReflectProbeMaterial->matInstance != nullptr)
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{
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mReflectProbeMaterial->setViewParameters(frustum.getNearDist(),
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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vsFarPlane, inverseViewMatrix);
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}
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}
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//-----------------------------------------------------------------------------
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// render objects
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//-----------------------------------------------------------------------------
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void RenderProbeMgr::render( SceneRenderState *state )
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{
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PROFILE_SCOPE(RenderProbeMgr_render);
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// Early out if nothing to draw.
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if(!mElementList.size())
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return;
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GFXTransformSaver saver;
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NamedTexTargetRef diffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
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if (diffuseLightingTarget.isNull())
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return;
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NamedTexTargetRef specularLightingTarget = NamedTexTarget::find("specularLighting");
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if (specularLightingTarget.isNull())
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return;
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GFXTextureTargetRef probeLightingTargetRef = GFX->allocRenderToTextureTarget();
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if (probeLightingTargetRef.isNull())
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return;
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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, diffuseLightingTarget->getTexture());
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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color1, specularLightingTarget->getTexture());
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GFX->pushActiveRenderTarget();
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GFX->setActiveRenderTarget(probeLightingTargetRef);
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GFX->setViewport(diffuseLightingTarget->getViewport());
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//GFX->setViewport(specularLightingTarget->getViewport());
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
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// Set up the SG Data
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SceneData sgData;
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sgData.init(state);
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// Initialize and set the per-frame parameters after getting
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// the vector light material as we use lazy creation.
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_setupPerFrameParameters(state);
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//Order the probes by size, biggest to smallest
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dQsort(mElementList.address(), mElementList.size(), sizeof(const MainSortElem), AscendingReflectProbeInfluence);
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//Specular
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PROFILE_START(RenderProbeManager_ReflectProbeRender);
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for (U32 i = 0; i<mElementList.size(); i++)
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{
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ProbeRenderInst *curEntry = static_cast<ProbeRenderInst*>(mElementList[i].inst);
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if (curEntry->numPrims == 0)
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continue;
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if (curEntry->mIsSkylight && (!mSkylightMaterial || !mSkylightMaterial->matInstance))
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continue;
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if (!curEntry->mIsSkylight && (!mReflectProbeMaterial || !mReflectProbeMaterial->matInstance))
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break;
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//Setup
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MatrixF probeTrans = curEntry->getTransform();
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if (!curEntry->mIsSkylight)
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{
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if (curEntry->mProbeShapeType == ProbeInfo::Sphere)
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probeTrans.scale(curEntry->mRadius * 1.01f);
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}
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else
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{
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probeTrans.scale(10); //force it to be big enough to surround the camera
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}
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sgData.objTrans = &probeTrans;
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if(curEntry->mIsSkylight)
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mSkylightMaterial->setSkylightParameters(curEntry, state, worldToCameraXfm);
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else
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mReflectProbeMaterial->setProbeParameters(curEntry, state, worldToCameraXfm);
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// Set geometry
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GFX->setVertexBuffer(curEntry->vertBuffer);
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GFX->setPrimitiveBuffer(curEntry->primBuffer);
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if (curEntry->mIsSkylight)
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{
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while (mSkylightMaterial->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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matrixSet.setWorld(*sgData.objTrans);
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mSkylightMaterial->matInstance->setTransforms(matrixSet, state);
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mSkylightMaterial->matInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
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}
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}
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else
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{
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while (mReflectProbeMaterial->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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matrixSet.setWorld(*sgData.objTrans);
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mReflectProbeMaterial->matInstance->setTransforms(matrixSet, state);
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mReflectProbeMaterial->matInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
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}
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}
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}
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probeLightingTargetRef->resolve();
|
||||
GFX->popActiveRenderTarget();
|
||||
|
||||
PROBEMGR->unregisterAllProbes();
|
||||
PROFILE_END();
|
||||
|
||||
GFX->setVertexBuffer(NULL);
|
||||
GFX->setPrimitiveBuffer(NULL);
|
||||
|
||||
// Fire off a signal to let others know that light-bin rendering is ending now
|
||||
//getRenderSignal().trigger(state, this);
|
||||
}
|
||||
|
||||
//
|
||||
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),
|
||||
invViewMat(NULL)
|
||||
{
|
||||
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
|
||||
if (!mat)
|
||||
return;
|
||||
|
||||
matInstance = new ReflectProbeMatInstance(*mat);
|
||||
|
||||
const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
|
||||
|
||||
for (U32 i = 0; i < macros.size(); i++)
|
||||
matInstance->addShaderMacro(macros[i].name, macros[i].value);
|
||||
|
||||
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
|
||||
|
||||
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");
|
||||
|
||||
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
|
||||
|
||||
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
|
||||
|
||||
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
|
||||
|
||||
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
|
||||
bbMin = matInstance->getMaterialParameterHandle("$bbMin");
|
||||
bbMax = matInstance->getMaterialParameterHandle("$bbMax");
|
||||
|
||||
useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
|
||||
|
||||
for(U32 i=0; i < 9; i++)
|
||||
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$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, const MatrixF &_inverseViewMatrix)
|
||||
{
|
||||
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
||||
|
||||
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
|
||||
|
||||
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
|
||||
|
||||
if (negFarPlaneDotEye->isValid())
|
||||
{
|
||||
// -dot( farPlane, eyePos )
|
||||
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
||||
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
|
||||
}
|
||||
|
||||
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
|
||||
|
||||
matParams->setSafe(invViewMat, _inverseViewMatrix);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
|
||||
{
|
||||
//Set up the params
|
||||
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
||||
|
||||
matParams->setSafe(radius, probeInfo->mRadius);
|
||||
|
||||
Point3F probePos = probeInfo->getPosition();
|
||||
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
||||
matParams->setSafe(probeWSPos, probePos);
|
||||
|
||||
worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
||||
matParams->setSafe(probeLSPos, probePos);
|
||||
|
||||
// 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;
|
||||
|
||||
F32 radius = probeInfo->mRadius;
|
||||
|
||||
Point2F attenParams((1.0f / radius) * attenRatio.y,
|
||||
(1.0f / (radius * radius)) * attenRatio.z);
|
||||
|
||||
matParams->setSafe(attenuation, attenParams);
|
||||
|
||||
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
|
||||
|
||||
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
|
||||
if (!deferredTexObject) return;
|
||||
|
||||
GFX->setTexture(0, deferredTexObject);
|
||||
|
||||
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
|
||||
|
||||
GFXTextureObject *matInfoTexObject = matInfoTexTarget->getTexture();
|
||||
if (!matInfoTexObject) return;
|
||||
|
||||
GFX->setTexture(1, matInfoTexObject);
|
||||
|
||||
if (probeInfo->mCubemap && !probeInfo->mCubemap->isNull())
|
||||
{
|
||||
GFX->setCubeTexture(2, probeInfo->mCubemap->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setCubeTexture(2, NULL);
|
||||
}
|
||||
|
||||
if (probeInfo->mIrradianceCubemap && !probeInfo->mIrradianceCubemap->isNull())
|
||||
{
|
||||
GFX->setCubeTexture(3, probeInfo->mIrradianceCubemap->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setCubeTexture(3, NULL);
|
||||
}
|
||||
|
||||
if (probeInfo->mBRDFTexture && !probeInfo->mBRDFTexture->isNull())
|
||||
{
|
||||
GFX->setTexture(4, probeInfo->mBRDFTexture->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setTexture(4, NULL);
|
||||
}
|
||||
|
||||
|
||||
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
|
||||
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
|
||||
matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
|
||||
|
||||
matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeInfo::Sphere ? 1.0f : 0.0f);
|
||||
|
||||
//SH Terms
|
||||
//static AlignedArray<Point3F> shTermsArray(9, sizeof(Point3F));
|
||||
//dMemset(shTermsArray.getBuffer(), 0, shTermsArray.getBufferSize());
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
{
|
||||
matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
{
|
||||
matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
|
||||
{
|
||||
bool success = Parent::init(features, vertexFormat);
|
||||
|
||||
// If the initialization failed don't continue.
|
||||
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
|
||||
{
|
||||
// Go no further if the material failed to initialize properly.
|
||||
if (!mProcessedMaterial ||
|
||||
mProcessedMaterial->getNumPasses() == 0)
|
||||
return false;
|
||||
|
||||
bool bRetVal = Parent::setupPass(state, sgData);;
|
||||
|
||||
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, GFXBlendOne, GFXBlendOne);
|
||||
mProjectionState = GFX->createStateBlock(desc);
|
||||
}
|
||||
// Now override stateblock with our own
|
||||
GFX->setStateBlock(mProjectionState);
|
||||
|
||||
return bRetVal;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
//
|
||||
RenderProbeMgr::SkylightMaterialInfo::SkylightMaterialInfo(const String &matName,
|
||||
const GFXVertexFormat *vertexFormat)
|
||||
: matInstance(NULL),
|
||||
zNearFarInvNearFar(NULL),
|
||||
farPlane(NULL),
|
||||
vsFarPlane(NULL),
|
||||
negFarPlaneDotEye(NULL),
|
||||
invViewMat(NULL)
|
||||
{
|
||||
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
|
||||
if (!mat)
|
||||
return;
|
||||
|
||||
matInstance = new SkylightMatInstance(*mat);
|
||||
|
||||
const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
|
||||
|
||||
for (U32 i = 0; i < macros.size(); i++)
|
||||
matInstance->addShaderMacro(macros[i].name, macros[i].value);
|
||||
|
||||
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
|
||||
|
||||
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
|
||||
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
|
||||
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
|
||||
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
|
||||
|
||||
invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
|
||||
|
||||
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
|
||||
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
|
||||
|
||||
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
|
||||
}
|
||||
|
||||
RenderProbeMgr::SkylightMaterialInfo::~SkylightMaterialInfo()
|
||||
{
|
||||
SAFE_DELETE(matInstance);
|
||||
}
|
||||
|
||||
void RenderProbeMgr::SkylightMaterialInfo::setViewParameters(const F32 _zNear,
|
||||
const F32 _zFar,
|
||||
const Point3F &_eyePos,
|
||||
const PlaneF &_farPlane,
|
||||
const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
|
||||
{
|
||||
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
||||
|
||||
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
|
||||
|
||||
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
|
||||
|
||||
if (negFarPlaneDotEye->isValid())
|
||||
{
|
||||
// -dot( farPlane, eyePos )
|
||||
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
||||
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
|
||||
}
|
||||
|
||||
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
|
||||
|
||||
matParams->setSafe(invViewMat, _inverseViewMatrix);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void RenderProbeMgr::SkylightMaterialInfo::setSkylightParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
|
||||
{
|
||||
//Set up the params
|
||||
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
||||
|
||||
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
|
||||
|
||||
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
|
||||
if (!deferredTexObject) return;
|
||||
|
||||
GFX->setTexture(0, deferredTexObject);
|
||||
|
||||
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
|
||||
|
||||
GFXTextureObject *matInfoTexObject = matInfoTexTarget->getTexture();
|
||||
if (!matInfoTexObject) return;
|
||||
|
||||
GFX->setTexture(1, matInfoTexObject);
|
||||
|
||||
if (probeInfo->mCubemap && !probeInfo->mCubemap->isNull())
|
||||
{
|
||||
GFX->setCubeTexture(2, probeInfo->mCubemap->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setCubeTexture(2, NULL);
|
||||
}
|
||||
|
||||
if (probeInfo->mIrradianceCubemap && !probeInfo->mIrradianceCubemap->isNull())
|
||||
{
|
||||
GFX->setCubeTexture(3, probeInfo->mIrradianceCubemap->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setCubeTexture(3, NULL);
|
||||
}
|
||||
|
||||
if (probeInfo->mBRDFTexture && !probeInfo->mBRDFTexture->isNull())
|
||||
{
|
||||
GFX->setTexture(4, probeInfo->mBRDFTexture->getPointer());
|
||||
}
|
||||
else
|
||||
{
|
||||
GFX->setTexture(4, NULL);
|
||||
}
|
||||
|
||||
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
|
||||
|
||||
for (U32 i = 0; i < 9; i++)
|
||||
{
|
||||
matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < 5; i++)
|
||||
{
|
||||
matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool SkylightMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
|
||||
{
|
||||
bool success = Parent::init(features, vertexFormat);
|
||||
|
||||
// If the initialization failed don't continue.
|
||||
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SkylightMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
|
||||
{
|
||||
// Go no further if the material failed to initialize properly.
|
||||
if (!mProcessedMaterial ||
|
||||
mProcessedMaterial->getNumPasses() == 0)
|
||||
return false;
|
||||
|
||||
bool bRetVal = Parent::setupPass(state, sgData);;
|
||||
|
||||
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, GFXBlendOne, GFXBlendOne);
|
||||
mProjectionState = GFX->createStateBlock(desc);
|
||||
}
|
||||
// Now override stateblock with our own
|
||||
GFX->setStateBlock(mProjectionState);
|
||||
|
||||
return bRetVal;
|
||||
}
|
||||
|
||||
RenderProbeMgr::SkylightMaterialInfo* RenderProbeMgr::_getSkylightMaterial()
|
||||
{
|
||||
PROFILE_SCOPE(AdvancedLightBinManager_getSkylightMaterial);
|
||||
|
||||
//ReflectProbeMaterialInfo *info = NULL;
|
||||
|
||||
if (!mSkylightMaterial)
|
||||
|
||||
// Now create the material info object.
|
||||
mSkylightMaterial = new SkylightMaterialInfo("SklyightMaterial",
|
||||
getGFXVertexFormat<GFXVertexPC>());
|
||||
|
||||
return mSkylightMaterial;
|
||||
}
|
||||
|
||||
//
|
||||
//
|
||||
ProbeRenderInst::ProbeRenderInst()
|
||||
: mTransform(true),
|
||||
mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
|
||||
mPriority(1.0f),
|
||||
mScore(0.0f),
|
||||
mDebugRender(false),
|
||||
mCubemap(NULL),
|
||||
mRadius(1.0f),
|
||||
mIntensity(1.0f)
|
||||
{
|
||||
}
|
||||
|
||||
ProbeRenderInst::~ProbeRenderInst()
|
||||
{
|
||||
SAFE_DELETE(mCubemap);
|
||||
}
|
||||
|
||||
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;
|
||||
mScore = probeInfo->mScore;
|
||||
mIsSkylight = probeInfo->mIsSkylight;
|
||||
|
||||
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::set(const ProbeInfo *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;
|
||||
mScore = probeInfo->mScore;
|
||||
mIsSkylight = probeInfo->mIsSkylight;
|
||||
|
||||
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();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue