mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 14:00:39 +00:00
Probe Array WIP
This commit is contained in:
parent
85d8c7a2de
commit
edbbeaf008
11 changed files with 586 additions and 56 deletions
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@ -129,7 +129,8 @@ ProbeShaderConstants::ProbeShaderConstants()
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mProbeBoxMaxSC(NULL),
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mProbeIsSphereSC(NULL),
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mProbeLocalPosSC(NULL),
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mProbeCubemapSC(NULL)
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mProbeCubemapSC(NULL),
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mProbeCountSC(NULL)
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{
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}
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@ -163,6 +164,7 @@ void ProbeShaderConstants::init(GFXShader* shader)
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mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
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mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
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mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
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mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
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mInit = true;
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}
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@ -182,6 +184,7 @@ ProbeManager::ProbeManager()
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mSkylightMaterial = nullptr;
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mReflectProbeMaterial = nullptr;
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mReflectProbeArrayMaterial = nullptr;
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}
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ProbeManager::~ProbeManager()
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@ -624,6 +627,22 @@ ProbeManager::ReflectProbeMaterialInfo* ProbeManager::getReflectProbeMaterial()
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return mReflectProbeMaterial;
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}
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ProbeManager::ReflectionProbeArrayMaterialInfo* ProbeManager::getReflectProbeArrayMaterial()
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{
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PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeArrayMaterial);
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//ReflectProbeMaterialInfo *info = NULL;
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if (!mReflectProbeArrayMaterial)
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{
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// Now create the material info object.
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mReflectProbeArrayMaterial = new ReflectionProbeArrayMaterialInfo("ReflectionProbeArrayMaterial",
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getGFXVertexFormat<GFXVertexPC>());
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}
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return mReflectProbeArrayMaterial;
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}
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void ProbeManager::setupSkylightProbe(ProbeRenderInst *probeInfo)
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{
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probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
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@ -756,11 +775,19 @@ GFXVertexBufferHandle<GFXVertexPC> ProbeManager::getSphereMesh(U32 &outNumPrimit
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//
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bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
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{
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mShaderMat = nullptr;
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bool success = Parent::init(features, vertexFormat);
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// If the initialization failed don't continue.
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if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
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return false;
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mShaderMat = static_cast<ProcessedShaderMaterial*>(getShaderMaterial());
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mShaderMat->init(features, vertexFormat, mFeaturesDelegate);
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//mShaderMat->setMaterialParameters(mDefaultParameters, 0);
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return true;
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}
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@ -814,6 +841,41 @@ bool SkylightMatInstance::setupPass(SceneRenderState *state, const SceneData &sg
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return true;
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}
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bool ReflectProbeArrayMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
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{
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bool success = Parent::init(features, vertexFormat);
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// If the initialization failed don't continue.
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if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
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return false;
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return true;
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}
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bool ReflectProbeArrayMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
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{
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if (!Parent::setupPass(state, sgData))
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return false;
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AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
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const RenderPassData *rpd = mProcessedMaterial->getPass(0);
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AssertFatal(rpd, "No render pass data!");
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AssertFatal(rpd->mRenderStates[0], "No render state 0!");
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if (!mProjectionState)
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{
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GFXStateBlockDesc desc;
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desc.setZReadWrite(false);
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desc.zWriteEnable = false;
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desc.setCullMode(GFXCullNone);
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desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvDestAlpha, GFXBlendOpAdd);
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mProjectionState = GFX->createStateBlock(desc);
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}
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// Now override stateblock with our own
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GFX->setStateBlock(mProjectionState);
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return true;
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}
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//
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//
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ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
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@ -861,6 +923,8 @@ ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &m
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useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
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probeCount = matInstance->getMaterialParameterHandle("$numProbes");
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for (U32 i = 0; i < 9; i++)
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shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
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@ -1010,6 +1074,41 @@ ProbeManager::SkylightMaterialInfo::~SkylightMaterialInfo()
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SAFE_DELETE(matInstance);
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}
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//
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//
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ProbeManager::ReflectionProbeArrayMaterialInfo::ReflectionProbeArrayMaterialInfo(const String &matName,
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const GFXVertexFormat *vertexFormat)
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: ReflectProbeMaterialInfo(matName, vertexFormat)
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{
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Material *mat = MATMGR->getMaterialDefinitionByName(matName);
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if (!mat)
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return;
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matInstance = new ReflectProbeArrayMatInstance(*mat);
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const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
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for (U32 i = 0; i < macros.size(); i++)
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matInstance->addShaderMacro(macros[i].name, macros[i].value);
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matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
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farPlane = matInstance->getMaterialParameterHandle("$farPlane");
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vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
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negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
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zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
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useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
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cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
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eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
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}
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ProbeManager::ReflectionProbeArrayMaterialInfo::~ReflectionProbeArrayMaterialInfo()
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{
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SAFE_DELETE(matInstance);
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}
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/*bool ProbeManager::lightScene( const char* callback, const char* param )
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{
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BitSet32 flags = 0;
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@ -56,6 +56,8 @@
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#include "core/util/SystemInterfaceList.h"
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#include "materials/processedShaderMaterial.h"
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class SimObject;
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class ProbeManager;
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class Material;
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@ -177,6 +179,7 @@ struct ProbeShaderConstants
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GFXShaderConstHandle *mProbeIsSphereSC;
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GFXShaderConstHandle *mProbeLocalPosSC;
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GFXShaderConstHandle *mProbeCubemapSC;
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GFXShaderConstHandle *mProbeCountSC;
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ProbeShaderConstants();
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~ProbeShaderConstants();
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@ -197,11 +200,15 @@ protected:
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GFXStateBlockRef mProjectionState;
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ProcessedShaderMaterial* mShaderMat;
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public:
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ReflectProbeMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
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virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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ProcessedShaderMaterial* getProcessedShaderMaterial() { return mShaderMat; }
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};
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class SkylightMatInstance : public ReflectProbeMatInstance
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@ -216,6 +223,22 @@ public:
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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};
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class ReflectProbeArrayMatInstance : public MatInstance
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{
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typedef MatInstance Parent;
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protected:
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MaterialParameterHandle * mProbeParamsSC;
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bool mInternalPass;
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GFXStateBlockRef mProjectionState;
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public:
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ReflectProbeArrayMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
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virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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};
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class ProbeManager
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{
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public:
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@ -254,6 +277,8 @@ public:
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MaterialParameterHandle *shTerms[9];
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MaterialParameterHandle *shConsts[5];
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MaterialParameterHandle *probeCount;
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ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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virtual ~ReflectProbeMaterialInfo();
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@ -275,6 +300,15 @@ public:
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virtual ~SkylightMaterialInfo();
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};
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struct ReflectionProbeArrayMaterialInfo : public ReflectProbeMaterialInfo
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{
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ReflectionProbeArrayMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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ReflectProbeArrayMatInstance *matInstance;
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virtual ~ReflectionProbeArrayMaterialInfo();
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};
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enum SpecialProbeTypesEnum
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{
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SkylightProbeType,
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@ -353,6 +387,7 @@ public:
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ReflectProbeMaterialInfo* getReflectProbeMaterial();
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SkylightMaterialInfo* getSkylightMaterial();
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ReflectionProbeArrayMaterialInfo* getReflectProbeArrayMaterial();
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protected:
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@ -415,6 +450,8 @@ protected:
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SkylightMaterialInfo* mSkylightMaterial;
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ReflectionProbeArrayMaterialInfo* mReflectProbeArrayMaterial;
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GFXVertexBufferHandle<GFXVertexPC> getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives);;
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};
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@ -266,9 +266,11 @@ protected:
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void _setPrimaryLightConst(const LightInfo* light, const MatrixF& objTrans, const U32 stageNum);
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/// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
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public:
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virtual GFXShaderConstBuffer* _getShaderConstBuffer(const U32 pass);
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virtual ShaderConstHandles* _getShaderConstHandles(const U32 pass);
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protected:
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///
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virtual void _initMaterialParameters();
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@ -33,6 +33,8 @@
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#include "gfx/gfxDebugEvent.h"
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#include "materials/shaderData.h"
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IMPLEMENT_CONOBJECT(RenderProbeMgr);
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ConsoleDocClass( RenderProbeMgr,
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@ -116,34 +118,43 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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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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GFXVertexPC 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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//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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// 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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//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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// 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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Point3F norms[4];
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{
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invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &norms[0]);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &norms[1]);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &norms[2]);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &norms[3]);
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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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PlaneF vsFarPlane(norms[0], norms[1], norms[2]);
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// Parameters calculated, assign them to the materials
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@ -168,6 +179,17 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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farPlane,
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vsFarPlane);
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}
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ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
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if (reflProbeArrayMat != nullptr && reflProbeArrayMat->matInstance != nullptr)
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{
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reflProbeArrayMat->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);
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}
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}
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//-----------------------------------------------------------------------------
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@ -230,7 +252,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
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ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
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for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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/*for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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{
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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@ -268,54 +290,155 @@ void RenderProbeMgr::render( SceneRenderState *state )
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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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//Array rendering
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static U32 MAXPROBECOUNT = 50;
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U32 probeCount = PROBEMGR->mRegisteredProbes.size();
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if (probeCount != 0)
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{
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AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
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dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
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if (reflProbeMat && reflProbeMat->matInstance)
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{
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MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
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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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U32 effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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{
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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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/*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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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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Point3F test = probePositions[i];
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MatrixF probeTrans = curEntry->getTransform();
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if (!curEntry->mIsSkylight)
|
||||
{
|
||||
//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
|
||||
// probeTrans.scale(curEntry->mRadius * 1.01f);
|
||||
|
||||
sgData.objTrans = &probeTrans;
|
||||
|
||||
reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(mFarFrustumQuadVerts);
|
||||
GFX->setPrimitiveBuffer(NULL);
|
||||
|
||||
while (reflProbeMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
matrixSet.setWorld(*sgData.objTrans);
|
||||
reflProbeMat->matInstance->setTransforms(matrixSet, state);
|
||||
reflProbeMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//
|
||||
//
|
||||
/*ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
|
||||
|
||||
for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
|
||||
{
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
|
||||
if (i > 0)
|
||||
return;
|
||||
|
||||
if (!curEntry->mIsEnabled)
|
||||
continue;
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
|
||||
|
||||
if (curEntry->numPrims == 0)
|
||||
continue;
|
||||
if (!reflProbeArrayMat || !reflProbeArrayMat->matInstance)
|
||||
break;
|
||||
|
||||
if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
|
||||
continue;
|
||||
//Setup
|
||||
//MatrixF probeTrans = curEntry->getTransform();
|
||||
|
||||
if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
|
||||
break;
|
||||
//if (!curEntry->mIsSkylight)
|
||||
{
|
||||
//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
|
||||
// probeTrans.scale(curEntry->mRadius * 1.01f);
|
||||
|
||||
//Setup
|
||||
MatrixF probeTrans = curEntry->getTransform();
|
||||
|
||||
if (!curEntry->mIsSkylight)
|
||||
{
|
||||
if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
|
||||
probeTrans.scale(curEntry->mRadius * 1.01f);
|
||||
//sgData.objTrans = &state-;
|
||||
|
||||
sgData.objTrans = &probeTrans;
|
||||
reflProbeArrayMat->setProbeParameters(curEntry, state, worldToCameraXfm);
|
||||
|
||||
reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(mFarFrustumQuadVerts);
|
||||
GFX->setPrimitiveBuffer(NULL);
|
||||
while (reflProbeArrayMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
//matrixSet.setWorld(*sgData.objTrans);
|
||||
reflProbeArrayMat->matInstance->setTransforms(matrixSet, state);
|
||||
reflProbeArrayMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(curEntry->vertBuffer);
|
||||
GFX->setPrimitiveBuffer(curEntry->primBuffer);
|
||||
while (reflProbeMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
matrixSet.setWorld(*sgData.objTrans);
|
||||
reflProbeMat->matInstance->setTransforms(matrixSet, state);
|
||||
reflProbeMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
|
||||
}
|
||||
}
|
||||
}
|
||||
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
//
|
||||
//
|
||||
|
||||
GFX->popActiveRenderTarget();
|
||||
|
||||
//PROBEMGR->unregisterAllProbes();
|
||||
PROBEMGR->mRegisteredProbes.clear();
|
||||
|
||||
PROFILE_END();
|
||||
|
||||
GFX->setVertexBuffer(NULL);
|
||||
|
|
|
|||
|
|
@ -38,18 +38,18 @@
|
|||
#include "gfx/gfxVertexBuffer.h"
|
||||
#endif
|
||||
|
||||
#include "postFx/postEffectCommon.h"
|
||||
|
||||
//**************************************************************************
|
||||
// RenderObjectMgr
|
||||
//**************************************************************************
|
||||
class RenderProbeMgr : public RenderBinManager
|
||||
{
|
||||
typedef RenderBinManager Parent;
|
||||
public:
|
||||
typedef GFXVertexPNTT FarFrustumQuadVert;
|
||||
|
||||
protected:
|
||||
|
||||
GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
|
||||
GFXVertexBufferHandle<GFXVertexPC> mFarFrustumQuadVerts;
|
||||
|
||||
public:
|
||||
RenderProbeMgr();
|
||||
|
|
|
|||
|
|
@ -77,6 +77,7 @@ const String ShaderGenVars::probeBoxMax("$inProbeBoxMax");
|
|||
const String ShaderGenVars::probeLocalPos("$inProbeLocalPos");
|
||||
const String ShaderGenVars::probeIsSphere("$inProbeIsSphere");
|
||||
const String ShaderGenVars::probeCubemap("$inProbeCubemap");
|
||||
const String ShaderGenVars::probeCount("$numProbes");
|
||||
|
||||
// These are ignored by the D3D layers.
|
||||
const String ShaderGenVars::fogMap("$fogMap");
|
||||
|
|
|
|||
|
|
@ -90,6 +90,7 @@ struct ShaderGenVars
|
|||
const static String probeLocalPos;
|
||||
const static String probeIsSphere;
|
||||
const static String probeCubemap;
|
||||
const static String probeCount;
|
||||
|
||||
// Textures
|
||||
const static String fogMap;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue