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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
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8272a468d5
commit
c0e8b047f5
5 changed files with 159 additions and 77 deletions
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@ -295,12 +295,28 @@ void RenderProbeMgr::render( SceneRenderState *state )
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//Array rendering
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static U32 MAXPROBECOUNT = 50;
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U32 probeCount = PROBEMGR->mRegisteredProbes.size();
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U32 probeCount = ProbeRenderInst::all.size();
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if (probeCount != 0)
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{
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MatrixF trans = MatrixF::Identity;
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sgData.objTrans = &trans;
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AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
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Vector<MatrixF> probeWorldToObj;
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AlignedArray<Point3F> probeBBMin(MAXPROBECOUNT, sizeof(Point3F));
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AlignedArray<Point3F> probeBBMax(MAXPROBECOUNT, sizeof(Point3F));
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AlignedArray<float> probeUseSphereMode(MAXPROBECOUNT, sizeof(float));
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AlignedArray<float> probeRadius(MAXPROBECOUNT, sizeof(float));
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AlignedArray<float> probeAttenuation(MAXPROBECOUNT, sizeof(float));
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dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
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probeWorldToObj.setSize(MAXPROBECOUNT);
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dMemset(probeBBMin.getBuffer(), 0, probeBBMin.getBufferSize());
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dMemset(probeBBMax.getBuffer(), 0, probeBBMax.getBufferSize());
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dMemset(probeUseSphereMode.getBuffer(), 0, probeUseSphereMode.getBufferSize());
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dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
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dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
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if (reflProbeMat && reflProbeMat->matInstance)
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{
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@ -309,12 +325,13 @@ void RenderProbeMgr::render( SceneRenderState *state )
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MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
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matParams->setSafe(numProbesSC, (float)probeCount);
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//ProcessedShaderMaterial* processedMat = reflProbeMat->matInstance->getProcessedShaderMaterial();
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//GFXShaderConstBuffer* shaderConsts = processedMat->_getShaderConstBuffer(0);
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//ProbeShaderConstants *psc = PROBEMGR->getProbeShaderConstants(shaderConsts);
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MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
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MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
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MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArrayy");
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MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
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MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
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MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
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MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
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U32 effectiveProbeCount = 0;
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@ -323,57 +340,34 @@ void RenderProbeMgr::render( SceneRenderState *state )
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if (effectiveProbeCount >= MAXPROBECOUNT)
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break;
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ProbeRenderInst* curEntry = ProbeRenderInst::all[PROBEMGR->mRegisteredProbes[i]];
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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/*if (!curEntry->mIsEnabled)
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continue;
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if (curEntry->numPrims == 0)
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continue;
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if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
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continue;
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if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
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break;*/
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//Setup
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//Setup
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const Point3F &probePos = curEntry->getPosition();
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probePositions[i].x = probePos.x;
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probePositions[i].y = probePos.y;
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probePositions[i].z = probePos.z;
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probePositions[i] = probePos + curEntry->mProbePosOffset;
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Point3F test = probePositions[i];
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probeWorldToObj[i] = curEntry->getTransform();
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MatrixF probeTrans = curEntry->getTransform();
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probeBBMin[i] = curEntry->mBounds.minExtents;
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probeBBMax[i] = curEntry->mBounds.maxExtents;
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//if (!curEntry->mIsSkylight)
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{
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//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
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// probeTrans.scale(curEntry->mRadius * 1.01f);
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probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
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sgData.objTrans = &probeTrans;
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reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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}
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probeRadius[i] = curEntry->mRadius;
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probeAttenuation[i] = 1;
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effectiveProbeCount++;
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}
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if (effectiveProbeCount != 0)
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{
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//Con::printf("Probe aligned position count: %i", probeCount);
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for (U32 p = 0; p < probeCount; p++)
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{
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Point3F prb = probePositions[p];
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//Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
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bool tasadfh = true;
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}
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matParams->set(probePositionSC, probePositions);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
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matParams->set(probeBBMinSC, probeBBMin);
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matParams->set(probeBBMaxSC, probeBBMax);
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matParams->set(probeUseSphereModeSC, probeUseSphereMode);
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matParams->set(probeRadiusSC, probeRadius);
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matParams->set(probeAttenuationSC, probeAttenuation);
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// Set geometry
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GFX->setVertexBuffer(mFarFrustumQuadVerts);
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@ -437,7 +431,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFX->popActiveRenderTarget();
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//PROBEMGR->unregisterAllProbes();
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PROBEMGR->mRegisteredProbes.clear();
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//PROBEMGR->mRegisteredProbes.clear();
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PROFILE_END();
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