Torque3D/Engine/source/renderInstance/renderProbeMgr.cpp
AzaezelX b60d51969e brdf handling corrections
1-handle the brdfTexture in linear space, not srgb.
2-clamp surface.NoV across the board for consistency. (solves several new and ongoing artifacts)
2021-11-13 19:05:26 -06:00

960 lines
31 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.
//-----------------------------------------------------------------------------
#include "renderProbeMgr.h"
#include "console/consoleTypes.h"
#include "scene/sceneObject.h"
#include "materials/materialManager.h"
#include "scene/sceneRenderState.h"
#include "math/util/sphereMesh.h"
#include "math/util/matrixSet.h"
#include "materials/processedMaterial.h"
#include "renderInstance/renderDeferredMgr.h"
#include "math/mPolyhedron.impl.h"
#include "gfx/gfxTransformSaver.h"
#include "lighting/advanced/advancedLightBinManager.h" //for ssao
#include "gfx/gfxDebugEvent.h"
#include "shaderGen/shaderGenVars.h"
#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
#include "scene/reflectionManager.h"
#include "postFx/postEffect.h"
#include "T3D/lighting/reflectionProbe.h"
#include "T3D/lighting/IBLUtilities.h"
//For our cameraQuery setup
#include "T3D/gameTSCtrl.h"
#include "T3D/Scene.h"
#define TORQUE_GFX_VISUAL_DEBUG //renderdoc debugging
IMPLEMENT_CONOBJECT(RenderProbeMgr);
ConsoleDocClass( RenderProbeMgr,
"@brief A render bin which uses object callbacks for rendering.\n\n"
"This render bin gathers object render instances and calls its delegate "
"method to perform rendering. It is used infrequently for specialized "
"scene objects which perform custom rendering.\n\n"
"@ingroup RenderBin\n" );
RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL;
bool RenderProbeMgr::smRenderReflectionProbes = true;
F32 RenderProbeMgr::smMaxProbeDrawDistance = 100;
S32 RenderProbeMgr::smMaxProbesPerFrame = 8;
S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
{
// Debug Profiling.
PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
// Fetch asset definitions.
const ProbeRenderInst* pReflectProbeA = (*(ProbeRenderInst**)a);
const ProbeRenderInst* pReflectProbeB = (*(ProbeRenderInst**)b);
//sort by score
return pReflectProbeA->mScore - pReflectProbeB->mScore;
}
//
//
ProbeRenderInst::ProbeRenderInst() :
mIsEnabled(true),
mTransform(true),
mDirty(false),
mPriority(1.0f),
mScore(0.0f),
mPrefilterCubemap(NULL),
mIrradianceCubemap(NULL),
mRadius(1.0f),
mProbeRefOffset(0, 0, 0),
mProbeRefScale(1,1,1),
mAtten(0.0),
mCubemapIndex(0),
mProbeIdx(0),
mProbeShapeType(Box)
{
}
ProbeRenderInst::~ProbeRenderInst()
{
if (mPrefilterCubemap && mPrefilterCubemap.isValid())
{
mPrefilterCubemap.free();
}
if (mIrradianceCubemap && mIrradianceCubemap.isValid())
{
mIrradianceCubemap.free();
}
}
void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
{
mTransform = probeInfo->mTransform;
mPrefilterCubemap = probeInfo->mPrefilterCubemap;
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
mRadius = probeInfo->mRadius;
mProbeShapeType = probeInfo->mProbeShapeType;
mBounds = probeInfo->mBounds;
mScore = probeInfo->mScore;
mAtten = probeInfo->mAtten;
}
//
//
ProbeShaderConstants::ProbeShaderConstants()
: mInit(false),
mShader(NULL),
mProbePositionSC(NULL),
mProbeRefPosSC(NULL),
mRefScaleSC(NULL),
mProbeConfigDataSC(NULL),
mProbeSpecularCubemapSC(NULL),
mProbeIrradianceCubemapSC(NULL),
mProbeCountSC(NULL),
mBRDFTextureMap(NULL),
mSkylightCubemapIdxSC(NULL),
mWorldToObjArraySC(NULL)
{
}
ProbeShaderConstants::~ProbeShaderConstants()
{
if (mShader.isValid())
{
mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
mShader = NULL;
}
}
void ProbeShaderConstants::init(GFXShader* shader)
{
if (mShader.getPointer() != shader)
{
if (mShader.isValid())
mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
mShader = shader;
mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
}
//Reflection Probes
mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
mProbeRefPosSC = shader->getShaderConstHandle(ShaderGenVars::probeRefPos);
mRefScaleSC = shader->getShaderConstHandle(ShaderGenVars::refScale);
mWorldToObjArraySC = shader->getShaderConstHandle(ShaderGenVars::worldToObjArray);
mProbeConfigDataSC = shader->getShaderConstHandle(ShaderGenVars::probeConfigData);
mProbeSpecularCubemapSC = shader->getShaderConstHandle(ShaderGenVars::specularCubemapAR);
mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR);
mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap);
mSkylightCubemapIdxSC = shader->getShaderConstHandle(ShaderGenVars::skylightCubemapIdx);
mInit = true;
}
bool ProbeShaderConstants::isValid()
{
if (mProbePositionSC->isValid() ||
mProbeConfigDataSC->isValid() ||
mRefScaleSC->isValid() ||
mProbeSpecularCubemapSC->isValid() ||
mProbeIrradianceCubemapSC->isValid())
return true;
return false;
}
void ProbeShaderConstants::_onShaderReload()
{
if (mShader.isValid())
init(mShader);
}
//
//
RenderProbeMgr::RenderProbeMgr()
: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f),
mLastShader(nullptr),
mLastConstants(nullptr),
mProbesDirty(false),
mHasSkylight(false),
mSkylightCubemapIdx(-1),
mCubeMapCount(0),
mDefaultSkyLight(nullptr),
mUseHDRCaptures(true)
{
mEffectiveProbeCount = 0;
mMipCount = 0;
mProbeArrayEffect = nullptr;
smProbeManager = this;
mCubeMapCount = 0;
mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE;
for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
{
mCubeMapSlots[i] = false;
}
mPrefilterSize = 64;
mPrefilterMipLevels = mLog2(F32(mPrefilterSize)) + 1;
}
RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
: RenderBinManager(riType, renderOrder, processAddOrder)
{
mCubeMapCount = 0;
dMemset(mCubeMapSlots, false, sizeof(mCubeMapSlots));
mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE;
mDefaultSkyLight = nullptr;
mEffectiveProbeCount = 0;
mHasSkylight = false;
mSkylightCubemapIdx = -1;
mLastConstants = nullptr;
mMipCount = 0;
mProbesDirty = false;
mUseHDRCaptures = true;
mPrefilterSize = 64;
mPrefilterMipLevels = mLog2(F32(mPrefilterSize)) + 1;
}
RenderProbeMgr::~RenderProbeMgr()
{
mLastShader = NULL;
mLastConstants = NULL;
for (ProbeConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
{
if (i->value)
SAFE_DELETE(i->value);
}
mConstantLookup.clear();
}
bool RenderProbeMgr::onAdd()
{
if (!Parent::onAdd())
return false;
mIrradianceArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mPrefilterArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
//pre-allocate a few slots
mIrradianceArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT);
mPrefilterArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT);
mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE;
//create our own default default skylight
mDefaultSkyLight = new ProbeRenderInst;
mDefaultSkyLight->mProbeShapeType = ProbeRenderInst::Skylight;
mDefaultSkyLight->mIsEnabled = false;
String defaultIrradMapPath = GFXTextureManager::getDefaultIrradianceCubemapPath();
if (!mDefaultSkyLight->mIrradianceCubemap.set(defaultIrradMapPath))
{
Con::errorf("RenderProbeMgr::onAdd: Failed to load default irradiance cubemap");
return false;
}
String defaultPrefilterPath = GFXTextureManager::getDefaultPrefilterCubemapPath();
if (!mDefaultSkyLight->mPrefilterCubemap.set(defaultPrefilterPath))
{
Con::errorf("RenderProbeMgr::onAdd: Failed to load default prefilter cubemap");
return false;
}
String brdfTexturePath = GFXTextureManager::getBRDFTexturePath();
if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentProfile, "BRDFTexture"))
{
Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture");
return false;
}
return true;
}
void RenderProbeMgr::onRemove()
{
Parent::onRemove();
}
void RenderProbeMgr::initPersistFields()
{
Parent::initPersistFields();
}
void RenderProbeMgr::consoleInit()
{
Parent::consoleInit();
// Vars for debug rendering while the RoadEditor is open, only used if smEditorOpen is true.
Con::addVariable("$pref::maxProbeDrawDistance", TypeF32, &RenderProbeMgr::smMaxProbeDrawDistance, "Max distance for reflection probes to render.\n");
Con::addVariable("$pref::MaxProbesPerFrame", TypeS32, &RenderProbeMgr::smMaxProbesPerFrame, "Max number of Environment Probes that can be rendered per-frame.\n");
}
void RenderProbeMgr::registerProbe(ProbeRenderInst* newProbe)
{
//Can't have over the probe limit
if (mRegisteredProbes.size() + 1 >= PROBE_MAX_COUNT)
return;
mRegisteredProbes.push_back(newProbe);
newProbe->mProbeIdx = mRegisteredProbes.size() - 1;
const U32 cubeIndex = _findNextEmptyCubeSlot();
if (cubeIndex == INVALID_CUBE_SLOT)
{
Con::warnf("RenderProbeMgr::addProbe: Invalid cubemap slot.");
return;
}
//check if we need to resize the cubemap array
if (cubeIndex >= mCubeSlotCount)
{
//alloc temp array handles
GFXCubemapArrayHandle irr = GFXCubemapArrayHandle(GFX->createCubemapArray());
GFXCubemapArrayHandle prefilter = GFXCubemapArrayHandle(GFX->createCubemapArray());
irr->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT);
prefilter->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT);
mIrradianceArray->copyTo(irr);
mPrefilterArray->copyTo(prefilter);
//assign the temp handles to the new ones, this will destroy the old ones as well
mIrradianceArray = irr;
mPrefilterArray = prefilter;
mCubeSlotCount += PROBE_ARRAY_SLOT_BUFFER_SIZE;
}
newProbe->mCubemapIndex = cubeIndex;
//mark cubemap slot as taken
mCubeMapSlots[cubeIndex] = true;
mCubeMapCount++;
#ifdef TORQUE_DEBUG
Con::warnf("RenderProbeMgr::registerProbe: Registered probe %u to cubeIndex %u", newProbe->mProbeIdx, cubeIndex);
#endif
mProbesDirty = true;
}
void RenderProbeMgr::unregisterProbe(U32 probeIdx)
{
//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
if (probeIdx >= mRegisteredProbes.size())
return;
if (mRegisteredProbes[probeIdx]->mCubemapIndex == INVALID_CUBE_SLOT)
return;
//mark cubemap slot as available now
mCubeMapSlots[mRegisteredProbes[probeIdx]->mCubemapIndex] = false;
mCubeMapCount--;
mRegisteredProbes.erase(probeIdx);
//recalculate all the probe's indicies just to be sure
for (U32 i = 0; i < mRegisteredProbes.size(); i++)
{
mRegisteredProbes[i]->mProbeIdx = i;
}
//rebuild our probe data
mProbesDirty = true;
}
void RenderProbeMgr::submitProbe(const ProbeRenderInst& newProbe)
{
mActiveProbes.push_back(newProbe);
}
//
//
PostEffect* RenderProbeMgr::getProbeArrayEffect()
{
if (!mProbeArrayEffect)
{
mProbeArrayEffect = dynamic_cast<PostEffect*>(Sim::findObject("reflectionProbeArrayPostFX"));
if (!mProbeArrayEffect)
return nullptr;
}
return mProbeArrayEffect;
}
//remove
//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
//
void RenderProbeMgr::updateProbes()
{
mProbesDirty = true;
}
void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probeInfo)
{
if (probeInfo->mIrradianceCubemap.isNull() || !probeInfo->mIrradianceCubemap->isInitialized())
{
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::reloadTextures()
{
U32 probeCount = mRegisteredProbes.size();
for (U32 i = 0; i < probeCount; i++)
{
updateProbeTexture(mRegisteredProbes[i]);
}
mProbesDirty = true;
}
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
{
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
mProbeData = ProbeDataSet(smMaxProbesPerFrame);
getBestProbes(state->getCameraPosition(), &mProbeData);
}
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::setupSGData(SceneData& data, const SceneRenderState* state, LightInfo* light)
{
//ensure they're sorted for forward rendering
mActiveProbes.sort(_probeScoreCmp);
}
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;
ProbeDataSet probeSet(MAX_FORWARD_PROBES);
matSet.restoreSceneViewProjection();
getBestProbes(sgData.objTrans->getPosition(), &probeSet);
static AlignedArray<Point4F> probePositionAlignedArray(probeSet.maxProbeCount, sizeof(Point4F));
static AlignedArray<Point4F> refScaleAlignedArray(probeSet.maxProbeCount, sizeof(Point4F));
static AlignedArray<Point4F> probeRefPositionAlignedArray(probeSet.maxProbeCount, sizeof(Point4F));
static AlignedArray<Point4F> probeConfigAlignedArray(probeSet.maxProbeCount, sizeof(Point4F));
for (U32 i = 0; i < probeSet.maxProbeCount; i++)
{
probePositionAlignedArray[i] = probeSet.probePositionArray[i];
probeRefPositionAlignedArray[i] = probeSet.probeRefPositionArray[i];
refScaleAlignedArray[i] = probeSet.refScaleArray[i];
probeConfigAlignedArray[i] = probeSet.probeConfigArray[i];
}
shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (S32)probeSet.effectiveProbeCount);
shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probePositionAlignedArray);
shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeRefPositionAlignedArray);
if(probeShaderConsts->isValid())
shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeSet.probeWorldToObjArray.address(), probeSet.effectiveProbeCount, GFXSCT_Float4x4);
shaderConsts->setSafe(probeShaderConsts->mRefScaleSC, refScaleAlignedArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigAlignedArray);
shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)probeSet.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);
}
}
S32 QSORT_CALLBACK RenderProbeMgr::_probeScoreCmp(const ProbeRenderInst* a, const ProbeRenderInst* b)
{
F32 diff = a->getScore() - b->getScore();
return diff > 0 ? 1 : diff < 0 ? -1 : 0;
}
void RenderProbeMgr::getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet)
{
PROFILE_SCOPE(ProbeManager_getBestProbes);
//Array rendering
U32 probeCount = mActiveProbes.size();
Vector<S8> bestPickProbes;
bestPickProbes.setSize(probeDataSet->maxProbeCount);
bestPickProbes.fill(-1);
probeDataSet->effectiveProbeCount = 0;
for (U32 i = 0; i < probeCount; i++)
{
if (probeDataSet->skyLightIdx != -1 && probeDataSet->effectiveProbeCount >= probeDataSet->maxProbeCount)
break;
const ProbeRenderInst& curEntry = mActiveProbes[i];
if (!curEntry.mIsEnabled)
continue;
if (curEntry.mProbeShapeType != ProbeRenderInst::Skylight)
{
if (probeDataSet->effectiveProbeCount < probeDataSet->maxProbeCount)
{
bestPickProbes[probeDataSet->effectiveProbeCount] = i;
probeDataSet->effectiveProbeCount++;
}
}
else
{
probeDataSet->skyLightIdx = curEntry.mCubemapIndex;
}
}
//Grab our best probe picks
for (U32 i = 0; i < bestPickProbes.size(); i++)
{
if (bestPickProbes[i] == -1)
continue;
const ProbeRenderInst& curEntry = mActiveProbes[bestPickProbes[i]];
MatrixF p2A = curEntry.getTransform();
p2A.inverse();
probeDataSet->refScaleArray[i] = curEntry.mProbeRefScale / p2A.getScale();
Point3F probePos = curEntry.getPosition();
Point3F refPos = probePos + curEntry.mProbeRefOffset * probeDataSet->refScaleArray[i].asPoint3F();
probeDataSet->probeWorldToObjArray[i] = curEntry.getTransform();
probeDataSet->probePositionArray[i] = Point4F(probePos.x, probePos.y, probePos.z, 0);
probeDataSet->probeRefPositionArray[i] = Point4F(refPos.x, refPos.y, refPos.z, 0);
probeDataSet->probeConfigArray[i] = Point4F(curEntry.mProbeShapeType,
curEntry.mRadius,
curEntry.mAtten,
curEntry.mCubemapIndex);
}
}
void RenderProbeMgr::getProbeTextureData(ProbeTextureArrayData* probeTextureSet)
{
probeTextureSet->BRDFTexture = mBRDFTexture;
probeTextureSet->prefilterArray = mPrefilterArray;
probeTextureSet->irradianceArray = 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;
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)
{
mActiveProbes.clear();
return;
}
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
//Sort the active probes
mActiveProbes.sort(_probeScoreCmp);
// Initialize and set the per-frame data
_setupPerFrameParameters(state);
// Early out if nothing to draw.
if (!RenderProbeMgr::smRenderReflectionProbes || (!state->isDiffusePass() && !state->isReflectPass()) || (mProbeData.effectiveProbeCount == 0 && mProbeData.skyLightIdx == -1))
{
getProbeArrayEffect()->setSkip(true);
mActiveProbes.clear();
return;
}
GFXTransformSaver saver;
//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(mProbeData.skyLightIdx != -1 && mProbeData.effectiveProbeCount == 0)
mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "1");
else
mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "0");
String probePerFrame = Con::getVariable("$pref::MaxProbesPerFrame", "8");
mProbeArrayEffect->setShaderMacro("MAX_PROBES", probePerFrame);
//ssao mask
if (AdvancedLightBinManager::smUseSSAOMask)
{
//find ssaoMask
NamedTexTargetRef ssaoTarget = NamedTexTarget::find("ssaoMask");
GFXTextureObject* pTexObj = ssaoTarget->getTexture();
if (pTexObj)
{
mProbeArrayEffect->setShaderMacro("USE_SSAO_MASK");
mProbeArrayEffect->setTexture(6, pTexObj);
}
}
else
{
mProbeArrayEffect->setTexture(6, GFXTexHandle(NULL));
}
mProbeArrayEffect->setTexture(3, mBRDFTexture);
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);
mProbeArrayEffect->setShaderConst("$numProbes", (S32)mProbeData.effectiveProbeCount);
mProbeArrayEffect->setShaderConst("$skylightCubemapIdx", (S32)mProbeData.skyLightIdx);
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mPrefilterArray->getMipMapLevels());
//also set up some colors
Vector<Point4F> contribColors;
contribColors.setSize(mProbeData.effectiveProbeCount);
if (mProbeData.effectiveProbeCount != 0)
{
if (useDebugContrib == String("1"))
{
MRandomLCG RandomGen;
RandomGen.setSeed(mProbeData.effectiveProbeCount);
for (U32 i = 0; i < mProbeData.effectiveProbeCount; 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("$probeContribColors", contribColors);
mProbeArrayEffect->setShaderConst("$probePosArray", mProbeData.probePositionArray);
mProbeArrayEffect->setShaderConst("$refPosArray", mProbeData.probeRefPositionArray);
mProbeArrayEffect->setShaderConst("$worldToObjArray", mProbeData.probeWorldToObjArray);
mProbeArrayEffect->setShaderConst("$refScaleArray", mProbeData.refScaleArray);
mProbeArrayEffect->setShaderConst("$probeConfigData", mProbeData.probeConfigArray);
// Make sure the effect is gonna render.
getProbeArrayEffect()->setSkip(false);
mActiveProbes.clear();
}
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)) + 1;
bool renderWithProbes = Con::getIntVariable("$pref::ReflectionProbes::RenderWithProbes", false);
ReflectionProbe* clientProbe = nullptr;
if (probe->isServerObject())
clientProbe = static_cast<ReflectionProbe*>(probe->getClientObject());
else
return;
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->mProbeShapeType == ProbeRenderInst::ProbeShapeType::Skylight ? SKYLIGHT_CAPTURE_TYPEMASK : REFLECTION_PROBE_CAPTURE_TYPEMASK;
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,
1.0f,
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;
GFXFormat reflectFormat;
if (mUseHDRCaptures)
reflectFormat = GFXFormatR16G16B16A16F;
else
reflectFormat = GFXFormatR8G8B8A8;
const GFXFormat oldRefFmt = REFLECTMGR->getReflectFormat();
REFLECTMGR->setReflectFormat(reflectFormat);
mProbeArrayEffect->setShaderConst("$CAPTURING", true);
cubeRefl.updateReflection(reflParams, clientProbe->getTransform().getPosition()+clientProbe->mProbeRefOffset);
mProbeArrayEffect->setShaderConst("$CAPTURING", false);
//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
clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, reflectFormat);
clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, reflectFormat);
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);
REFLECTMGR->setReflectFormat(oldRefFmt);
}
void RenderProbeMgr::bakeProbes()
{
Vector<ReflectionProbe*> probes;
Scene::getRootScene()->findObjectByType<ReflectionProbe>(probes);
for (U32 i = 0; i < probes.size(); i++)
{
if (probes[i]->isClientObject())
continue;
bakeProbe(probes[i]);
}
}
DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (nullAsType< ReflectionProbe*>()),
"@brief Bakes the cubemaps for a reflection probe\n\n.")
{
if(probe != nullptr)
object->bakeProbe(probe);
}
DefineEngineMethod(RenderProbeMgr, bakeProbes, void, (),, "@brief Iterates over all reflection probes in the scene and bakes their cubemaps\n\n.")
{
object->bakeProbes();
}