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.

This commit is contained in:
Areloch 2019-01-19 00:31:42 -06:00
parent 8272a468d5
commit c0e8b047f5
5 changed files with 159 additions and 77 deletions

View file

@ -295,12 +295,28 @@ void RenderProbeMgr::render( SceneRenderState *state )
//Array rendering
static U32 MAXPROBECOUNT = 50;
U32 probeCount = PROBEMGR->mRegisteredProbes.size();
U32 probeCount = ProbeRenderInst::all.size();
if (probeCount != 0)
{
MatrixF trans = MatrixF::Identity;
sgData.objTrans = &trans;
AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
Vector<MatrixF> probeWorldToObj;
AlignedArray<Point3F> probeBBMin(MAXPROBECOUNT, sizeof(Point3F));
AlignedArray<Point3F> probeBBMax(MAXPROBECOUNT, sizeof(Point3F));
AlignedArray<float> probeUseSphereMode(MAXPROBECOUNT, sizeof(float));
AlignedArray<float> probeRadius(MAXPROBECOUNT, sizeof(float));
AlignedArray<float> probeAttenuation(MAXPROBECOUNT, sizeof(float));
dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
probeWorldToObj.setSize(MAXPROBECOUNT);
dMemset(probeBBMin.getBuffer(), 0, probeBBMin.getBufferSize());
dMemset(probeBBMax.getBuffer(), 0, probeBBMax.getBufferSize());
dMemset(probeUseSphereMode.getBuffer(), 0, probeUseSphereMode.getBufferSize());
dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
if (reflProbeMat && reflProbeMat->matInstance)
{
@ -309,12 +325,13 @@ void RenderProbeMgr::render( SceneRenderState *state )
MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
matParams->setSafe(numProbesSC, (float)probeCount);
//ProcessedShaderMaterial* processedMat = reflProbeMat->matInstance->getProcessedShaderMaterial();
//GFXShaderConstBuffer* shaderConsts = processedMat->_getShaderConstBuffer(0);
//ProbeShaderConstants *psc = PROBEMGR->getProbeShaderConstants(shaderConsts);
MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArrayy");
MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
U32 effectiveProbeCount = 0;
@ -323,57 +340,34 @@ void RenderProbeMgr::render( SceneRenderState *state )
if (effectiveProbeCount >= MAXPROBECOUNT)
break;
ProbeRenderInst* curEntry = ProbeRenderInst::all[PROBEMGR->mRegisteredProbes[i]];
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
/*if (!curEntry->mIsEnabled)
continue;
if (curEntry->numPrims == 0)
continue;
if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
continue;
if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
break;*/
//Setup
//Setup
const Point3F &probePos = curEntry->getPosition();
probePositions[i].x = probePos.x;
probePositions[i].y = probePos.y;
probePositions[i].z = probePos.z;
probePositions[i] = probePos + curEntry->mProbePosOffset;
Point3F test = probePositions[i];
probeWorldToObj[i] = curEntry->getTransform();
MatrixF probeTrans = curEntry->getTransform();
probeBBMin[i] = curEntry->mBounds.minExtents;
probeBBMax[i] = curEntry->mBounds.maxExtents;
//if (!curEntry->mIsSkylight)
{
//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
// probeTrans.scale(curEntry->mRadius * 1.01f);
probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
sgData.objTrans = &probeTrans;
reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
}
probeRadius[i] = curEntry->mRadius;
probeAttenuation[i] = 1;
effectiveProbeCount++;
}
if (effectiveProbeCount != 0)
{
//Con::printf("Probe aligned position count: %i", probeCount);
for (U32 p = 0; p < probeCount; p++)
{
Point3F prb = probePositions[p];
//Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
bool tasadfh = true;
}
matParams->set(probePositionSC, probePositions);
matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
matParams->set(probeBBMinSC, probeBBMin);
matParams->set(probeBBMaxSC, probeBBMax);
matParams->set(probeUseSphereModeSC, probeUseSphereMode);
matParams->set(probeRadiusSC, probeRadius);
matParams->set(probeAttenuationSC, probeAttenuation);
// Set geometry
GFX->setVertexBuffer(mFarFrustumQuadVerts);
@ -437,7 +431,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
GFX->popActiveRenderTarget();
//PROBEMGR->unregisterAllProbes();
PROBEMGR->mRegisteredProbes.clear();
//PROBEMGR->mRegisteredProbes.clear();
PROFILE_END();