Torque3D/Engine/source/renderInstance/renderProbeMgr.h

343 lines
9.7 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.
//-----------------------------------------------------------------------------
#pragma once
#ifndef RENDER_PROBE_MGR_H
#define RENDER_PROBE_MGR_H
#ifndef _RENDERBINMANAGER_H_
#include "renderInstance/renderBinManager.h"
#endif
#ifndef _MATINSTANCE_H_
#include "materials/matInstance.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#include "core/util/SystemInterfaceList.h"
#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
#include "materials/processedShaderMaterial.h"
#endif
#ifndef _POSTEFFECTCOMMON_H_
#include "postFx/postEffectCommon.h"
#endif
struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
{
LinearColorF mAmbient;
MatrixF mTransform;
F32 mRadius;
F32 mIntensity;
bool mDirty;
Box3F mBounds;
Point3F mProbePosOffset;
GFXCubemapHandle mCubemap;
GFXCubemapHandle mIrradianceCubemap;
GFXTexHandle *mBRDFTexture;
/// The priority of this light used for
/// light and shadow scoring.
F32 mPriority;
/// A temporary which holds the score used
/// when prioritizing lights for rendering.
F32 mScore;
bool mIsSkylight;
/// Whether to render debugging visualizations
/// for this light.
bool mDebugRender;
GFXPrimitiveBufferHandle primBuffer;
GFXVertexBufferHandle<GFXVertexPC> vertBuffer;
U32 numPrims;
U32 numVerts;
Vector< U32 > numIndicesForPoly;
enum ProbeShapeType
{
Sphere = 0, ///< Sphere shaped
Box = 1, ///< Box-based shape
};
ProbeShapeType mProbeShapeType;
//Spherical Harmonics data
LinearColorF mSHTerms[9];
F32 mSHConstants[5];
public:
ProbeRenderInst();
~ProbeRenderInst();
// Copies data passed in from light
void set(const ProbeRenderInst *probeInfo);
// Accessors
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF &xfm) { mTransform = xfm; }
Point3F getPosition() const { return mTransform.getPosition(); }
void setPosition(const Point3F &pos) { mTransform.setPosition(pos); }
VectorF getDirection() const { return mTransform.getForwardVector(); }
void setDirection(const VectorF &val);
const LinearColorF& getAmbient() const { return mAmbient; }
void setAmbient(const LinearColorF &val) { mAmbient = val; }
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void setScore(F32 score) { mScore = score; }
F32 getScore() const { return mScore; }
bool isDebugRenderingEnabled() const { return mDebugRender; }
void enableDebugRendering(bool value) { mDebugRender = value; }
// Builds the world to light view projection used for
// shadow texture and cookie lookups.
void getWorldToLightProj(MatrixF *outMatrix) const;
void clear();
};
struct ProbeShaderConstants
{
bool mInit;
GFXShaderRef mShader;
GFXShaderConstHandle* mProbeParamsSC;
//Reflection Probes
GFXShaderConstHandle *mProbePositionSC;
GFXShaderConstHandle *mProbeRadiusSC;
GFXShaderConstHandle *mProbeBoxMinSC;
GFXShaderConstHandle *mProbeBoxMaxSC;
GFXShaderConstHandle *mProbeIsSphereSC;
GFXShaderConstHandle *mProbeLocalPosSC;
GFXShaderConstHandle *mProbeCubemapSC;
GFXShaderConstHandle *mProbeCountSC;
ProbeShaderConstants();
~ProbeShaderConstants();
void init(GFXShader* buffer);
void _onShaderReload();
};
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
class ReflectProbeMatInstance : public MatInstance
{
typedef MatInstance Parent;
protected:
MaterialParameterHandle * mProbeParamsSC;
bool mInternalPass;
GFXStateBlockRef mProjectionState;
ProcessedShaderMaterial* mShaderMat;
public:
ReflectProbeMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
ProcessedShaderMaterial* getProcessedShaderMaterial() { return mShaderMat; }
};
//**************************************************************************
// RenderObjectMgr
//**************************************************************************
class RenderProbeMgr : public RenderBinManager
{
typedef RenderBinManager Parent;
struct ReflectProbeMaterialInfo
{
ReflectProbeMatInstance *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 *probeLSPos;
MaterialParameterHandle *probeWSPos;
MaterialParameterHandle *attenuation;
MaterialParameterHandle *radius;
MaterialParameterHandle *useCubemap;
MaterialParameterHandle *cubemap;
MaterialParameterHandle *cubeMips;
MaterialParameterHandle *eyePosWorld;
MaterialParameterHandle *bbMin;
MaterialParameterHandle *bbMax;
MaterialParameterHandle *useSphereMode;
MaterialParameterHandle *shTerms[9];
MaterialParameterHandle *shConsts[5];
MaterialParameterHandle *probeCount;
ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
virtual ~ReflectProbeMaterialInfo();
void setViewParameters(const F32 zNear,
const F32 zFar,
const Point3F &eyePos,
const PlaneF &farPlane,
const PlaneF &_vsFarPlane);
void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
};
enum SpecialProbeTypesEnum
{
SkylightProbeType,
SpecialProbeTypesCount
};
Vector<U32> mRegisteredProbes;
ReflectProbeMaterialInfo* mReflectProbeMaterial;
/// The scene graph the light manager is associated with.
SceneManager *mSceneManager;
ProbeConstantMap mConstantLookup;
GFXShaderRef mLastShader;
ProbeShaderConstants* mLastConstants;
protected:
/// The current active light manager.
static RenderProbeMgr *smProbeManager;
GFXVertexBufferHandle<GFXVertexPC> mFarFrustumQuadVerts;
/// This helper function sets the shader constansts
/// for the stock 4 light forward lighting code.
void _update4ProbeConsts(const SceneData &sgData,
MatrixSet &matSet,
GFXShaderConstHandle *probePositionSC,
GFXShaderConstHandle *probeRadiusSC,
GFXShaderConstHandle *probeBoxMinSC,
GFXShaderConstHandle *probeBoxMaxSC,
GFXShaderConstHandle *probeCubemapSC,
GFXShaderConstHandle *probeIsSphereSC,
GFXShaderConstHandle *probeLocalPosSC,
GFXShaderConstBuffer *shaderConsts);
GFXTextureObject * mBrdfTexture;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
// RenderBinMgr
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
virtual void render(SceneRenderState * state);
virtual void setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts);
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
// ConsoleObject
static void initPersistFields();
DECLARE_CONOBJECT(RenderProbeMgr);
/// Returns the active LM.
static inline RenderProbeMgr* getProbeManager();
ReflectProbeMaterialInfo* getReflectProbeMaterial();
void registerProbe(U32 probeIdx);
// Returns the scene manager passed at activation.
SceneManager* getSceneManager() { return mSceneManager; }
void setSceneManager(SceneManager* sceneManager) { mSceneManager = sceneManager; }
/// Debug rendering
static bool smRenderReflectionProbes;
};
RenderProbeMgr* RenderProbeMgr::getProbeManager()
{
if (smProbeManager == nullptr)
{
RenderProbeMgr* probeManager = new RenderProbeMgr();
if (gClientSceneGraph != nullptr)
{
probeManager->setSceneManager(gClientSceneGraph);
smProbeManager = probeManager;
}
else
{
delete probeManager;
}
}
return smProbeManager;
}
#define PROBEMGR RenderProbeMgr::getProbeManager()
#endif // RENDER_PROBE_MGR_H