Torque3D/Engine/source/lighting/advanced/advancedLightBinManager.h
Azaezel 2753f562e8 shadow caching
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results.

With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling)

System operates as follows:
1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed)
2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed
3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp)
4) initial shadowmaps are generated for each light and 'list'.
5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed.

Special notes:
dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer.
StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second)
scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8
to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
2015-10-13 18:12:19 -05:00

239 lines
7.2 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ADVANCEDLIGHTBINMANAGER_H_
#define _ADVANCEDLIGHTBINMANAGER_H_
#ifndef _TEXTARGETBIN_MGR_H_
#include "renderInstance/renderTexTargetBinManager.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _MATHUTIL_FRUSTUM_H_
#include "math/util/frustum.h"
#endif
#ifndef _MATINSTANCE_H_
#include "materials/matInstance.h"
#endif
#ifndef _SHADOW_COMMON_H_
#include "lighting/shadowMap/shadowCommon.h"
#endif
class AdvancedLightManager;
class ShadowMapManager;
class LightShadowMap;
class AdvancedLightBufferConditioner;
class LightMapParams;
class LightMatInstance : public MatInstance
{
typedef MatInstance Parent;
protected:
MaterialParameterHandle *mLightMapParamsSC;
bool mInternalPass;
enum
{
DynamicLight = 0,
StaticLightNonLMGeometry,
StaticLightLMGeometry,
NUM_LIT_STATES
};
GFXStateBlockRef mLitState[NUM_LIT_STATES];
public:
LightMatInstance(Material &mat) : Parent(mat), mLightMapParamsSC(NULL), mInternalPass(false) {}
virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat );
virtual bool setupPass( SceneRenderState *state, const SceneData &sgData );
};
class AdvancedLightBinManager : public RenderTexTargetBinManager
{
typedef RenderTexTargetBinManager Parent;
public:
// Light info Render Inst Type
static const RenderInstType RIT_LightInfo;
// registered buffer name
static const String smBufferName;
/// The shadow filter mode to use on shadowed light materials.
static ShadowFilterMode smShadowFilterMode;
/// Used to toggle the PSSM debug rendering mode.
static bool smPSSMDebugRender;
/// Set by the SSAO post effect to tell the vector
/// light to compile in the SSAO mask.
static bool smUseSSAOMask;
// Used for console init
AdvancedLightBinManager( AdvancedLightManager *lm = NULL,
ShadowMapManager *sm = NULL,
GFXFormat lightBufferFormat = GFXFormatR8G8B8A8 );
virtual ~AdvancedLightBinManager();
// ConsoleObject
static void consoleInit();
// RenderBinManager
virtual void render(SceneRenderState *);
virtual void clear() {}
virtual void sort() {}
// Add a light to the bins
void addLight( LightInfo *light );
// Clear all lights from the bins
void clearAllLights();
virtual bool setTargetSize(const Point2I &newTargetSize);
// ConsoleObject interface
DECLARE_CONOBJECT(AdvancedLightBinManager);
bool MRTLightmapsDuringPrePass() const { return mMRTLightmapsDuringPrePass; }
void MRTLightmapsDuringPrePass(bool val);
typedef Signal<void(SceneRenderState *, AdvancedLightBinManager *)> RenderSignal;
static RenderSignal &getRenderSignal();
AdvancedLightManager *getManager() { return mLightManager; }
protected:
/// Frees all the currently allocated light materials.
void _deleteLightMaterials();
// Track a light material and associated data
struct LightMaterialInfo
{
LightMatInstance *matInstance;
// { zNear, zFar, 1/zNear, 1/zFar }
MaterialParameterHandle *zNearFarInvNearFar;
// Far frustum plane (World Space)
MaterialParameterHandle *farPlane;
// Far frustum plane (View Space)
MaterialParameterHandle *vsFarPlane;
// -dot( farPlane, eyePos )
MaterialParameterHandle *negFarPlaneDotEye;
// Light Parameters
MaterialParameterHandle *lightPosition;
MaterialParameterHandle *lightDirection;
MaterialParameterHandle *lightColor;
MaterialParameterHandle *lightBrightness;
MaterialParameterHandle *lightAttenuation;
MaterialParameterHandle *lightRange;
MaterialParameterHandle *lightAmbient;
MaterialParameterHandle *lightTrilight;
MaterialParameterHandle *lightSpotParams;
LightMaterialInfo( const String &matName,
const GFXVertexFormat *vertexFormat,
const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>() );
virtual ~LightMaterialInfo();
void setViewParameters( const F32 zNear,
const F32 zFar,
const Point3F &eyePos,
const PlaneF &farPlane,
const PlaneF &_vsFarPlane );
void setLightParameters( const LightInfo *light, const SceneRenderState* renderState, const MatrixF &worldViewOnly );
};
protected:
struct LightBinEntry
{
LightInfo* lightInfo;
LightShadowMap* shadowMap;
LightShadowMap* dynamicShadowMap;
LightMaterialInfo* lightMaterial;
GFXPrimitiveBuffer* primBuffer;
GFXVertexBuffer* vertBuffer;
U32 numPrims;
};
Vector<LightBinEntry> mLightBin;
typedef Vector<LightBinEntry>::iterator LightBinIterator;
bool mMRTLightmapsDuringPrePass;
/// Used in setupSGData to set the object transform.
MatrixF mLightMat;
U32 mNumLightsCulled;
AdvancedLightManager *mLightManager;
ShadowMapManager *mShadowManager;
static const String smLightMatNames[LightInfo::Count];
static const String smShadowTypeMacro[ShadowType_Count];
static const GFXVertexFormat* smLightMatVertex[LightInfo::Count];
typedef CompoundKey3<LightInfo::Type,ShadowType,bool> LightMatKey;
typedef HashTable<LightMatKey,LightMaterialInfo*> LightMatTable;
/// The fixed table of light material info.
LightMatTable mLightMaterials;
LightMaterialInfo* _getLightMaterial( LightInfo::Type lightType, ShadowType shadowType, bool useCookieTex );
///
void _onShadowFilterChanged();
AdvancedLightBufferConditioner *mConditioner;
typedef GFXVertexPNTT FarFrustumQuadVert;
GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
//void _createMaterials();
void _setupPerFrameParameters( const SceneRenderState *state );
void setupSGData( SceneData &data, const SceneRenderState* state, LightInfo *light );
};
#endif // _ADVANCEDLIGHTBINMANAGER_H_