mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
969 lines
32 KiB
C++
969 lines
32 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "renderProbeMgr.h"
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#include "console/consoleTypes.h"
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#include "scene/sceneObject.h"
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#include "materials/materialManager.h"
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#include "scene/sceneRenderState.h"
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#include "math/util/sphereMesh.h"
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#include "math/util/matrixSet.h"
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#include "materials/processedMaterial.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "math/mPolyhedron.impl.h"
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#include "gfx/gfxTransformSaver.h"
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#include "lighting/advanced/advancedLightBinManager.h" //for ssao
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#include "gfx/gfxDebugEvent.h"
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#include "shaderGen/shaderGenVars.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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#include "postFx/postEffect.h"
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#include "T3D/lighting/reflectionProbe.h"
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#include "T3D/lighting/IBLUtilities.h"
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//For our cameraQuery setup
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#include "T3D/gameTSCtrl.h"
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#define TORQUE_GFX_VISUAL_DEBUG //renderdoc debugging
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IMPLEMENT_CONOBJECT(RenderProbeMgr);
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ConsoleDocClass( RenderProbeMgr,
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"@brief A render bin which uses object callbacks for rendering.\n\n"
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"This render bin gathers object render instances and calls its delegate "
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"method to perform rendering. It is used infrequently for specialized "
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"scene objects which perform custom rendering.\n\n"
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"@ingroup RenderBin\n" );
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RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL;
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bool RenderProbeMgr::smRenderReflectionProbes = true;
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S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
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{
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// Debug Profiling.
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PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
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// Fetch asset definitions.
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const ProbeRenderInst* pReflectProbeA = (*(ProbeRenderInst**)a);
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const ProbeRenderInst* pReflectProbeB = (*(ProbeRenderInst**)b);
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//sort by score
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return pReflectProbeA->mScore - pReflectProbeB->mScore;
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}
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//
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//
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ProbeRenderInst::ProbeRenderInst() :
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mIsEnabled(true),
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mTransform(true),
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mDirty(false),
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mPriority(1.0f),
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mScore(0.0f),
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mPrefilterCubemap(NULL),
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mIrradianceCubemap(NULL),
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mRadius(1.0f),
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mProbeRefOffset(0, 0, 0),
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mProbeRefScale(1,1,1),
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mAtten(0.0),
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mCubemapIndex(0),
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mIsSkylight(false),
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mProbeIdx(0),
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mProbeShapeType(Box)
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{
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}
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ProbeRenderInst::~ProbeRenderInst()
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{
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if (mPrefilterCubemap && mPrefilterCubemap.isValid())
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{
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mPrefilterCubemap.free();
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}
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if (mIrradianceCubemap && mIrradianceCubemap.isValid())
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{
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mIrradianceCubemap.free();
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}
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}
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void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
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{
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mTransform = probeInfo->mTransform;
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mPrefilterCubemap = probeInfo->mPrefilterCubemap;
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mIrradianceCubemap = probeInfo->mIrradianceCubemap;
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mRadius = probeInfo->mRadius;
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mProbeShapeType = probeInfo->mProbeShapeType;
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mBounds = probeInfo->mBounds;
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mIsSkylight = probeInfo->mIsSkylight;
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mScore = probeInfo->mScore;
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mAtten = probeInfo->mAtten;
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}
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//
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//
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ProbeShaderConstants::ProbeShaderConstants()
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: mInit(false),
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mShader(NULL),
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mProbePositionSC(NULL),
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mProbeRefPosSC(NULL),
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mRefBoxMinSC(NULL),
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mRefBoxMaxSC(NULL),
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mProbeConfigDataSC(NULL),
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mProbeSpecularCubemapSC(NULL),
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mProbeIrradianceCubemapSC(NULL),
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mProbeCountSC(NULL),
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mBRDFTextureMap(NULL),
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mSkylightCubemapIdxSC(NULL),
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mWorldToObjArraySC(NULL)
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{
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}
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ProbeShaderConstants::~ProbeShaderConstants()
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{
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if (mShader.isValid())
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{
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mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
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mShader = NULL;
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}
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}
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void ProbeShaderConstants::init(GFXShader* shader)
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{
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if (mShader.getPointer() != shader)
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{
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if (mShader.isValid())
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mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
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mShader = shader;
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mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
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}
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//Reflection Probes
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mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
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mProbeRefPosSC = shader->getShaderConstHandle(ShaderGenVars::probeRefPos);
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mRefBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::refBoxMin);
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mRefBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::refBoxMax);
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mWorldToObjArraySC = shader->getShaderConstHandle(ShaderGenVars::worldToObjArray);
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mProbeConfigDataSC = shader->getShaderConstHandle(ShaderGenVars::probeConfigData);
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mProbeSpecularCubemapSC = shader->getShaderConstHandle(ShaderGenVars::specularCubemapAR);
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mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR);
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mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
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mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap);
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mSkylightCubemapIdxSC = shader->getShaderConstHandle(ShaderGenVars::skylightCubemapIdx);
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mInit = true;
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}
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bool ProbeShaderConstants::isValid()
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{
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if (mProbePositionSC->isValid() ||
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mProbeConfigDataSC->isValid() ||
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mRefBoxMinSC->isValid() ||
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mRefBoxMaxSC->isValid() ||
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mProbeSpecularCubemapSC->isValid() ||
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mProbeIrradianceCubemapSC->isValid())
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return true;
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return false;
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}
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void ProbeShaderConstants::_onShaderReload()
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{
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if (mShader.isValid())
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init(mShader);
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}
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//
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//
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RenderProbeMgr::RenderProbeMgr()
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: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f),
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mLastShader(nullptr),
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mLastConstants(nullptr),
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mProbesDirty(false),
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mHasSkylight(false),
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mSkylightCubemapIdx(-1),
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mCubeMapCount(0),
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mDefaultSkyLight(nullptr)
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{
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mEffectiveProbeCount = 0;
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mMipCount = 0;
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mProbeArrayEffect = nullptr;
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smProbeManager = this;
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mCubeMapCount = 0;
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for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
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{
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mCubeMapSlots[i] = false;
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}
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}
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RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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: RenderBinManager(riType, renderOrder, processAddOrder)
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{
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}
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RenderProbeMgr::~RenderProbeMgr()
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{
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mLastShader = NULL;
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mLastConstants = NULL;
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for (ProbeConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
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{
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if (i->value)
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SAFE_DELETE(i->value);
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}
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mConstantLookup.clear();
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}
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bool RenderProbeMgr::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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mIrradianceArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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mPrefilterArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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//pre-allocate a few slots
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mIrradianceArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT);
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mPrefilterArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT);
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mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE;
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//create our own default default skylight
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mDefaultSkyLight = new ProbeRenderInst;
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mDefaultSkyLight->mProbeShapeType = ProbeRenderInst::Skylight;
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mDefaultSkyLight->mIsEnabled = false;
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String defaultIrradMapPath = GFXTextureManager::getDefaultIrradianceCubemapPath();
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if (!mDefaultSkyLight->mIrradianceCubemap.set(defaultIrradMapPath))
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{
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Con::errorf("RenderProbeMgr::onAdd: Failed to load default irradiance cubemap");
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return false;
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}
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String defaultPrefilterPath = GFXTextureManager::getDefaultPrefilterCubemapPath();
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if (!mDefaultSkyLight->mPrefilterCubemap.set(defaultPrefilterPath))
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{
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Con::errorf("RenderProbeMgr::onAdd: Failed to load default prefilter cubemap");
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return false;
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}
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String brdfTexturePath = GFXTextureManager::getBRDFTexturePath();
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if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentSRGBProfile, "BRDFTexture"))
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{
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Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture");
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return false;
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}
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return true;
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}
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void RenderProbeMgr::onRemove()
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{
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Parent::onRemove();
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}
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void RenderProbeMgr::initPersistFields()
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{
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Parent::initPersistFields();
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}
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void RenderProbeMgr::addElement(RenderInst *inst)
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{
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// If this instance is translucent handle it in RenderTranslucentMgr
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//if (inst->translucentSort)
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return;
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//AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?");
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/*internalAddElement(inst);
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ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
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if (probeInst->mIsSkylight)
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{
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addSkylightProbe(probeInst);
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}
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else
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{
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if (probeInst->mProbeShapeType == ProbeInfo::Sphere)
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addSphereReflectionProbe(probeInst);
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else
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addConvexReflectionProbe(probeInst);
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}*/
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}
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ProbeRenderInst* RenderProbeMgr::registerProbe()
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{
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mRegisteredProbes.increment();
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ProbeRenderInst* newProbe = &mRegisteredProbes.last();
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newProbe->mProbeIdx = mRegisteredProbes.size() - 1;
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const U32 cubeIndex = _findNextEmptyCubeSlot();
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if (cubeIndex == INVALID_CUBE_SLOT)
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{
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Con::warnf("RenderProbeMgr::addProbe: Invalid cubemap slot.");
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return nullptr;
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}
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//check if we need to resize the cubemap array
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if (cubeIndex >= mCubeSlotCount)
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{
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//alloc temp array handles
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GFXCubemapArrayHandle irr = GFXCubemapArrayHandle(GFX->createCubemapArray());
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GFXCubemapArrayHandle prefilter = GFXCubemapArrayHandle(GFX->createCubemapArray());
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irr->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT);
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prefilter->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT);
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mIrradianceArray->copyTo(irr);
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mPrefilterArray->copyTo(prefilter);
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//assign the temp handles to the new ones, this will destroy the old ones as well
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mIrradianceArray = irr;
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mPrefilterArray = prefilter;
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mCubeSlotCount += PROBE_ARRAY_SLOT_BUFFER_SIZE;
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}
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newProbe->mCubemapIndex = cubeIndex;
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//mark cubemap slot as taken
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mCubeMapSlots[cubeIndex] = true;
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mCubeMapCount++;
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#ifdef TORQUE_DEBUG
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Con::warnf("RenderProbeMgr::registerProbe: Registered probe %u to cubeIndex %u", newProbe->mProbeIdx, cubeIndex);
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#endif
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mProbesDirty = true;
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return newProbe;
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}
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void RenderProbeMgr::unregisterProbe(U32 probeIdx)
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{
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//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
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if (probeIdx >= mRegisteredProbes.size())
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return;
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if (mRegisteredProbes[probeIdx].mCubemapIndex == INVALID_CUBE_SLOT)
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return;
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//mark cubemap slot as available now
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mCubeMapSlots[mRegisteredProbes[probeIdx].mCubemapIndex] = false;
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mCubeMapCount--;
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mRegisteredProbes.erase(probeIdx);
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//recalculate all the probe's indicies just to be sure
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for (U32 i = 0; i < mRegisteredProbes.size(); i++)
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{
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mRegisteredProbes[i].mProbeIdx = i;
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}
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//rebuild our probe data
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mProbesDirty = true;
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}
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//
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//
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PostEffect* RenderProbeMgr::getProbeArrayEffect()
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{
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if (!mProbeArrayEffect)
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{
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mProbeArrayEffect = dynamic_cast<PostEffect*>(Sim::findObject("reflectionProbeArrayPostFX"));
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if (!mProbeArrayEffect)
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return nullptr;
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}
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return mProbeArrayEffect;
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}
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//remove
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//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
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//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
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//
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void RenderProbeMgr::updateProbes()
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{
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mProbesDirty = true;
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}
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void RenderProbeMgr::_setupStaticParameters()
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{
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//Array rendering
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U32 probeCount = mRegisteredProbes.size();
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mEffectiveProbeCount = 0;
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mMipCount = 1;
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mHasSkylight = false;
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mSkylightCubemapIdx = -1;
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if (probePositionsData.size() != MAXPROBECOUNT)
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{
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probePositionsData.setSize(MAXPROBECOUNT);
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probeRefPositionsData.setSize(MAXPROBECOUNT);
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probeWorldToObjData.setSize(MAXPROBECOUNT);
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refBoxMinData.setSize(MAXPROBECOUNT);
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refBoxMaxData.setSize(MAXPROBECOUNT);
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probeConfigData.setSize(MAXPROBECOUNT);
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}
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probePositionsData.fill(Point4F::Zero);
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probeRefPositionsData.fill(Point4F::Zero);
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probeWorldToObjData.fill(MatrixF::Identity);
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refBoxMinData.fill(Point4F::Zero);
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refBoxMaxData.fill(Point4F::Zero);
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probeConfigData.fill(Point4F(-1,0,0,0));
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for (U32 i = 0; i < probeCount; i++)
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{
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if (mEffectiveProbeCount >= MAXPROBECOUNT)
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break;
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const ProbeRenderInst& curEntry = mRegisteredProbes[i];
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if (!curEntry.mIsEnabled)
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continue;
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U32 mips = mRegisteredProbes[i].mPrefilterCubemap.getPointer()->getMipMapLevels();
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mMipCount = mips != 0 && mips >= mMipCount ? mips : 0;
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if (curEntry.mIsSkylight)
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{
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mSkylightCubemapIdx = curEntry.mCubemapIndex;
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continue;
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}
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//Setup
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Point3F probePos = curEntry.getPosition();
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Point3F refPos = curEntry.getPosition() +curEntry.mProbeRefOffset;
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probePositionsData[mEffectiveProbeCount] = Point4F(probePos.x, probePos.y, probePos.z,0);
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probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0);
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probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
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Point3F bbMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
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Point3F bbMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
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refBoxMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
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refBoxMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);
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probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
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curEntry.mRadius,
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curEntry.mAtten,
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curEntry.mCubemapIndex);
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mEffectiveProbeCount++;
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}
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mProbesDirty = false;
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}
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void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probeInfo)
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{
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if (probeInfo->mIrradianceCubemap.isNull() || !probeInfo->mIrradianceCubemap->isInitialized())
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{
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Con::errorf("RenderProbeMgr::updateProbeTexture() - tried to update a probe's texture with an invalid or uninitialized irradiance map!");
|
|
return;
|
|
}
|
|
|
|
if (probeInfo->mPrefilterCubemap.isNull() || !probeInfo->mPrefilterCubemap->isInitialized())
|
|
{
|
|
Con::errorf("RenderProbeMgr::updateProbeTexture() - tried to update a probe's texture with an invalid or uninitialized specular map!");
|
|
return;
|
|
}
|
|
|
|
const U32 cubeIndex = probeInfo->mCubemapIndex;
|
|
mIrradianceArray->updateTexture(probeInfo->mIrradianceCubemap, cubeIndex);
|
|
mPrefilterArray->updateTexture(probeInfo->mPrefilterCubemap, cubeIndex);
|
|
|
|
#ifdef TORQUE_DEBUG
|
|
Con::warnf("UpdatedProbeTexture - probeIdx: %u on cubeIndex %u, Irrad validity: %d, Prefilter validity: %d", probeInfo->mProbeIdx, cubeIndex,
|
|
probeInfo->mIrradianceCubemap->isInitialized(), probeInfo->mPrefilterCubemap->isInitialized());
|
|
#endif
|
|
}
|
|
|
|
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
|
|
{
|
|
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
|
|
}
|
|
|
|
ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
|
|
{
|
|
if (!buffer)
|
|
return NULL;
|
|
|
|
PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
|
|
|
|
GFXShader* shader = buffer->getShader();
|
|
|
|
// Check to see if this is the same shader, we'll get hit repeatedly by
|
|
// the same one due to the render bin loops.
|
|
if (mLastShader.getPointer() != shader)
|
|
{
|
|
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
|
|
if (iter != mConstantLookup.end())
|
|
{
|
|
mLastConstants = iter->value;
|
|
}
|
|
else
|
|
{
|
|
ProbeShaderConstants* psc = new ProbeShaderConstants();
|
|
mConstantLookup[shader] = psc;
|
|
|
|
mLastConstants = psc;
|
|
}
|
|
|
|
// Set our new shader
|
|
mLastShader = shader;
|
|
}
|
|
|
|
/*if (mLastConstants == nullptr)
|
|
{
|
|
ProbeShaderConstants* psc = new ProbeShaderConstants();
|
|
mConstantLookup[shader] = psc;
|
|
|
|
mLastConstants = psc;
|
|
}*/
|
|
|
|
// Make sure that our current lighting constants are initialized
|
|
if (mLastConstants && !mLastConstants->mInit)
|
|
mLastConstants->init(shader);
|
|
|
|
return mLastConstants;
|
|
}
|
|
|
|
void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
|
|
MatrixSet &matSet,
|
|
ProbeShaderConstants *probeShaderConsts,
|
|
GFXShaderConstBuffer *shaderConsts)
|
|
{
|
|
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
|
|
|
|
// Skip over gathering lights if we don't have to!
|
|
//if (probeShaderConsts->isValid())
|
|
{
|
|
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
|
|
|
|
const U32 MAX_FORWARD_PROBES = 4;
|
|
|
|
static AlignedArray<Point4F> probePositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
static AlignedArray<Point4F> refBoxMinArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
static AlignedArray<Point4F> refBoxMaxArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
static AlignedArray<Point4F> probeRefPositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
static AlignedArray<Point4F> probeConfigArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
|
|
Vector<MatrixF> probeWorldToObjArray;
|
|
probeWorldToObjArray.setSize(MAX_FORWARD_PROBES);
|
|
//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
|
|
//F32 range;
|
|
|
|
// Need to clear the buffers so that we don't leak
|
|
// lights from previous passes or have NaNs.
|
|
dMemset(probePositionArray.getBuffer(), 0, probePositionArray.getBufferSize());
|
|
dMemset(refBoxMinArray.getBuffer(), 0, refBoxMinArray.getBufferSize());
|
|
dMemset(refBoxMaxArray.getBuffer(), 0, refBoxMaxArray.getBufferSize());
|
|
dMemset(probeRefPositionArray.getBuffer(), 0, probeRefPositionArray.getBufferSize());
|
|
dMemset(probeConfigArray.getBuffer(), 0, probeConfigArray.getBufferSize());
|
|
|
|
matSet.restoreSceneViewProjection();
|
|
|
|
//Array rendering
|
|
U32 probeCount = mRegisteredProbes.size();
|
|
|
|
S8 bestPickProbes[4] = { -1,-1,-1,-1 };
|
|
|
|
S32 skyLightIdx = -1;
|
|
|
|
U32 effectiveProbeCount = 0;
|
|
for (U32 i = 0; i < probeCount; i++)
|
|
{
|
|
//if (effectiveProbeCount >= MAX_FORWARD_PROBES)
|
|
// break;
|
|
|
|
const ProbeRenderInst& curEntry = mRegisteredProbes[i];
|
|
if (!curEntry.mIsEnabled)
|
|
continue;
|
|
|
|
if (!curEntry.mIsSkylight)
|
|
{
|
|
F32 dist = Point3F(sgData.objTrans->getPosition() - curEntry.getPosition()).len();
|
|
|
|
if (dist > curEntry.mRadius || dist > curEntry.mExtents.len())
|
|
continue;
|
|
|
|
if(bestPickProbes[0] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[0]].mPosition).len() > dist))
|
|
bestPickProbes[0] = i;
|
|
else if (bestPickProbes[1] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[1]].mPosition).len() > dist))
|
|
bestPickProbes[1] = i;
|
|
else if (bestPickProbes[2] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[2]].mPosition).len() > dist))
|
|
bestPickProbes[2] = i;
|
|
else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[3]].mPosition).len() > dist))
|
|
bestPickProbes[3] = i;
|
|
}
|
|
else
|
|
{
|
|
skyLightIdx = curEntry.mCubemapIndex;
|
|
}
|
|
}
|
|
|
|
//Grab our best probe picks
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
if (bestPickProbes[i] == -1)
|
|
continue;
|
|
|
|
const ProbeRenderInst& curEntry = mRegisteredProbes[bestPickProbes[i]];
|
|
|
|
probePositionArray[effectiveProbeCount] = curEntry.getPosition();
|
|
probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
|
|
probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
|
|
|
|
Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
|
|
Point3F refBoxMin = refPos - curEntry.mProbeRefScale * curEntry.getTransform().getScale();
|
|
Point3F refBoxMax = refPos + curEntry.mProbeRefScale * curEntry.getTransform().getScale();
|
|
|
|
refBoxMinArray[effectiveProbeCount] = Point4F(refBoxMin.x, refBoxMin.y, refBoxMin.z, 0);
|
|
refBoxMaxArray[effectiveProbeCount] = Point4F(refBoxMax.x, refBoxMax.y, refBoxMax.z, 0);
|
|
probeConfigArray[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
|
|
curEntry.mRadius,
|
|
curEntry.mAtten,
|
|
curEntry.mCubemapIndex);
|
|
|
|
effectiveProbeCount++;
|
|
}
|
|
|
|
shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (S32)effectiveProbeCount);
|
|
|
|
shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probePositionArray);
|
|
shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeRefPositionArray);
|
|
|
|
if(probeShaderConsts->isValid())
|
|
shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeWorldToObjArray.address(), effectiveProbeCount, GFXSCT_Float4x4);
|
|
|
|
shaderConsts->setSafe(probeShaderConsts->mRefBoxMinSC, refBoxMinArray);
|
|
shaderConsts->setSafe(probeShaderConsts->mRefBoxMaxSC, refBoxMaxArray);
|
|
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
|
|
|
|
shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)skyLightIdx);
|
|
|
|
if(probeShaderConsts->mBRDFTextureMap->getSamplerRegister() != -1 && mBRDFTexture.isValid())
|
|
GFX->setTexture(probeShaderConsts->mBRDFTextureMap->getSamplerRegister(), mBRDFTexture);
|
|
|
|
if(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister() != -1)
|
|
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
|
|
if(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister() != -1)
|
|
GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
|
|
}
|
|
}
|
|
|
|
void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
|
|
const Material *mat,
|
|
const SceneData &sgData,
|
|
const SceneRenderState *state,
|
|
U32 pass,
|
|
GFXShaderConstBuffer *shaderConsts)
|
|
{
|
|
|
|
// Skip this if we're rendering from the deferred bin.
|
|
if (sgData.binType == SceneData::DeferredBin)
|
|
return;
|
|
|
|
// if (mRegisteredProbes.empty())
|
|
// return;
|
|
|
|
PROFILE_SCOPE(ProbeManager_setProbeInfo);
|
|
|
|
ProbeShaderConstants *psc = getProbeShaderConstants(shaderConsts);
|
|
|
|
// NOTE: If you encounter a crash from this point forward
|
|
// while setting a shader constant its probably because the
|
|
// mConstantLookup has bad shaders/constants in it.
|
|
//
|
|
// This is a known crash bug that can occur if materials/shaders
|
|
// are reloaded and the light manager is not reset.
|
|
//
|
|
// We should look to fix this by clearing the table.
|
|
MatrixSet matSet = state->getRenderPass()->getMatrixSet();
|
|
|
|
// Update the forward shading light constants.
|
|
_update4ProbeConsts(sgData, matSet, psc, shaderConsts);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// render objects
|
|
//-----------------------------------------------------------------------------
|
|
void RenderProbeMgr::render( SceneRenderState *state )
|
|
{
|
|
if (getProbeArrayEffect() == nullptr)
|
|
return;
|
|
|
|
if (mProbesDirty)
|
|
_setupStaticParameters();
|
|
|
|
// Early out if nothing to draw.
|
|
if (!RenderProbeMgr::smRenderReflectionProbes || (!state->isDiffusePass() && !state->isReflectPass()) || (mEffectiveProbeCount == 0 && mSkylightCubemapIdx == -1))
|
|
{
|
|
getProbeArrayEffect()->setSkip(true);
|
|
return;
|
|
}
|
|
|
|
GFXTransformSaver saver;
|
|
|
|
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
|
|
|
|
// Initialize and set the per-frame parameters after getting
|
|
// the vector light material as we use lazy creation.
|
|
//_setupPerFrameParameters(state);
|
|
|
|
//Visualization
|
|
String useDebugAtten = Con::getVariable("$Probes::showAttenuation", "0");
|
|
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_ATTENUATION", useDebugAtten);
|
|
|
|
String useDebugSpecCubemap = Con::getVariable("$Probes::showSpecularCubemaps", "0");
|
|
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_SPECCUBEMAP", useDebugSpecCubemap);
|
|
|
|
String useDebugDiffuseCubemap = Con::getVariable("$Probes::showDiffuseCubemaps", "0");
|
|
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_DIFFCUBEMAP", useDebugDiffuseCubemap);
|
|
|
|
String useDebugContrib = Con::getVariable("$Probes::showProbeContrib", "0");
|
|
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib);
|
|
|
|
if(mSkylightCubemapIdx != -1 && mEffectiveProbeCount == 0)
|
|
mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "1");
|
|
else
|
|
mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "0");
|
|
|
|
//ssao mask
|
|
if (AdvancedLightBinManager::smUseSSAOMask)
|
|
{
|
|
//find ssaoMask
|
|
NamedTexTargetRef ssaoTarget = NamedTexTarget::find("ssaoMask");
|
|
GFXTextureObject* pTexObj = ssaoTarget->getTexture();
|
|
if (pTexObj)
|
|
{
|
|
mProbeArrayEffect->setShaderMacro("USE_SSAO_MASK");
|
|
mProbeArrayEffect->setTexture(6, pTexObj);
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mProbeArrayEffect->setTexture(6, GFXTexHandle(NULL));
|
|
}
|
|
|
|
mProbeArrayEffect->setTexture(3, mBRDFTexture);
|
|
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
|
|
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);
|
|
|
|
mProbeArrayEffect->setShaderConst("$numProbes", (S32)mEffectiveProbeCount);
|
|
mProbeArrayEffect->setShaderConst("$skylightCubemapIdx", (S32)mSkylightCubemapIdx);
|
|
|
|
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
|
|
|
|
//also set up some colors
|
|
Vector<Point4F> contribColors;
|
|
|
|
contribColors.setSize(MAXPROBECOUNT);
|
|
|
|
if (mEffectiveProbeCount != 0)
|
|
{
|
|
if (useDebugContrib == String("1"))
|
|
{
|
|
MRandomLCG RandomGen;
|
|
RandomGen.setSeed(mEffectiveProbeCount);
|
|
|
|
for (U32 i = 0; i < mEffectiveProbeCount; i++)
|
|
{
|
|
//we're going to cheat here a little for consistent debugging behavior. The first 3 probes will always have R G and then B for their colors, every other will be random
|
|
if (i == 0)
|
|
contribColors[i] = Point4F(1, 0, 0, 1);
|
|
else if (i == 1)
|
|
contribColors[i] = Point4F(0, 1, 0, 1);
|
|
else if (i == 2)
|
|
contribColors[i] = Point4F(0, 0, 1, 1);
|
|
else
|
|
contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1), 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
mProbeArrayEffect->setShaderConst("$probeContribColors", contribColors);
|
|
|
|
mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositionsData);
|
|
mProbeArrayEffect->setShaderConst("$inRefPosArray", probeRefPositionsData);
|
|
mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObjData);
|
|
mProbeArrayEffect->setShaderConst("$refBoxMinArray", refBoxMinData);
|
|
mProbeArrayEffect->setShaderConst("$refBoxMaxArray", refBoxMaxData);
|
|
mProbeArrayEffect->setShaderConst("$probeConfigData", probeConfigData);
|
|
|
|
// Make sure the effect is gonna render.
|
|
getProbeArrayEffect()->setSkip(false);
|
|
|
|
//PROFILE_END();
|
|
}
|
|
|
|
void RenderProbeMgr::bakeProbe(ReflectionProbe *probe)
|
|
{
|
|
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_Bake, ColorI::WHITE);
|
|
|
|
Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!");
|
|
U32 startMSTime = Platform::getRealMilliseconds();
|
|
|
|
String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/");
|
|
U32 resolution = Con::getIntVariable("$pref::ReflectionProbes::BakeResolution", 64);
|
|
U32 prefilterMipLevels = mLog2(F32(resolution));
|
|
bool renderWithProbes = Con::getIntVariable("$pref::ReflectionProbes::RenderWithProbes", false);
|
|
|
|
ReflectionProbe *clientProbe = static_cast<ReflectionProbe*>(probe->getClientObject());
|
|
|
|
if (clientProbe == nullptr)
|
|
return;
|
|
|
|
String probePrefilterPath = clientProbe->getPrefilterMapPath();
|
|
String probeIrradPath = clientProbe->getIrradianceMapPath();
|
|
|
|
if (clientProbe->mReflectionModeType != ReflectionProbe::DynamicCubemap)
|
|
{
|
|
//Prep our bake path
|
|
if (probePrefilterPath.isEmpty() || probeIrradPath.isEmpty())
|
|
{
|
|
Con::errorf("RenderProbeMgr::bake() - Unable to bake our captures because probe doesn't have a path set");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Save the current transforms so we can restore
|
|
// it for child control rendering below.
|
|
GFXTransformSaver saver;
|
|
|
|
bool probeRenderState = RenderProbeMgr::smRenderReflectionProbes;
|
|
|
|
F32 farPlane = 1000.0f;
|
|
|
|
ReflectorDesc reflDesc;
|
|
reflDesc.texSize = resolution;
|
|
reflDesc.farDist = farPlane;
|
|
reflDesc.detailAdjust = 1;
|
|
reflDesc.objectTypeMask = probe->mCaptureMask;
|
|
|
|
CubeReflector cubeRefl;
|
|
cubeRefl.registerReflector(probe, &reflDesc);
|
|
|
|
ReflectParams reflParams;
|
|
|
|
//need to get the query somehow. Likely do some sort of get function to fetch from the guiTSControl that's active
|
|
CameraQuery query; //need to get the last cameraQuery
|
|
query.fov = 90; //90 degree slices for each of the 6 sides
|
|
query.nearPlane = 0.1f;
|
|
query.farPlane = farPlane;
|
|
query.headMatrix = MatrixF();
|
|
query.cameraMatrix = clientProbe->getTransform();
|
|
|
|
Frustum culler;
|
|
culler.set(false,
|
|
query.fov,
|
|
(F32)resolution / (F32)resolution,
|
|
query.nearPlane,
|
|
query.farPlane,
|
|
query.cameraMatrix);
|
|
|
|
S32 stereoTarget = GFX->getCurrentStereoTarget();
|
|
|
|
Point2I maxRes(2048, 2048); //basically a boundary so we don't go over this and break stuff
|
|
|
|
reflParams.culler = culler;
|
|
reflParams.eyeId = stereoTarget;
|
|
reflParams.query = &query;
|
|
reflParams.startOfUpdateMs = startMSTime;
|
|
reflParams.viewportExtent = maxRes;
|
|
|
|
if (!renderWithProbes)
|
|
RenderProbeMgr::smRenderReflectionProbes = false;
|
|
|
|
cubeRefl.updateReflection(reflParams);
|
|
|
|
//Now, save out the maps
|
|
//create irridiance cubemap
|
|
if (cubeRefl.getCubemap())
|
|
{
|
|
//Just to ensure we're prepped for the generation
|
|
clientProbe->createClientResources();
|
|
|
|
//Prep it with whatever resolution we've dictated for our bake
|
|
if (clientProbe->mUseHDRCaptures)
|
|
{
|
|
clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
|
|
clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
|
|
}
|
|
else
|
|
{
|
|
clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
|
|
clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
|
|
}
|
|
|
|
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
|
|
|
|
IBLUtilities::GenerateIrradianceMap(renderTarget, cubeRefl.getCubemap(), clientProbe->mIrridianceMap->mCubemap);
|
|
IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap);
|
|
|
|
U32 endMSTime = Platform::getRealMilliseconds();
|
|
F32 diffTime = F32(endMSTime - startMSTime);
|
|
Con::warnf("RenderProbeMgr::bake() - Finished Capture! Took %g milliseconds", diffTime);
|
|
Con::warnf("RenderProbeMgr::bake() - Beginning save now!");
|
|
|
|
IBLUtilities::SaveCubeMap(clientProbe->getIrradianceMapPath(), clientProbe->mIrridianceMap->mCubemap);
|
|
IBLUtilities::SaveCubeMap(clientProbe->getPrefilterMapPath(), clientProbe->mPrefilterMap->mCubemap);
|
|
}
|
|
else
|
|
{
|
|
Con::errorf("RenderProbeMgr::bake() - Didn't generate a valid scene capture cubemap, unable to generate prefilter and irradiance maps!");
|
|
}
|
|
|
|
if (!renderWithProbes)
|
|
RenderProbeMgr::smRenderReflectionProbes = probeRenderState;
|
|
|
|
cubeRefl.unregisterReflector();
|
|
|
|
U32 endMSTime = Platform::getRealMilliseconds();
|
|
F32 diffTime = F32(endMSTime - startMSTime);
|
|
|
|
probe->setMaskBits(-1);
|
|
|
|
Con::warnf("RenderProbeMgr::bake() - Finished bake! Took %g milliseconds", diffTime);
|
|
}
|
|
|
|
void RenderProbeMgr::bakeProbes()
|
|
{
|
|
//TODO: make this just find every probe in the current missionGroup and run the bake on it automagically
|
|
}
|
|
|
|
DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (nullAsType< ReflectionProbe*>()),
|
|
"@brief returns true if control object is inside the fog\n\n.")
|
|
{
|
|
if(probe != nullptr)
|
|
object->bakeProbe(probe);
|
|
}
|