mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Reworked the reflection reference offset/scale behavior to re-integrate into the editor interface via button(and work) Hid irrelevent fields from given probe types. Filter out editPosOffset and bake button fields from being saved to avoid weird loading behavior
266 lines
7.3 KiB
C++
266 lines
7.3 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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#pragma once
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#ifndef RENDER_PROBE_MGR_H
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#define RENDER_PROBE_MGR_H
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#ifndef _RENDERBINMANAGER_H_
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#include "renderInstance/renderBinManager.h"
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#endif
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#ifndef _MATINSTANCE_H_
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#include "materials/matInstance.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#include "core/util/SystemInterfaceList.h"
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#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
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#include "materials/processedShaderMaterial.h"
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#endif
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#ifndef _POSTEFFECTCOMMON_H_
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#include "postFx/postEffectCommon.h"
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#endif
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#ifndef _REFLECTOR_H_
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#include "scene/reflector.h"
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#endif
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static U32 MAXPROBECOUNT = 50;
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class PostEffect;
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class ReflectionProbe;
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struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
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{
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MatrixF mTransform;
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F32 mRadius;
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bool mDirty;
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Box3F mBounds;
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Point3F mPosition;
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Point3F mProbeRefOffset;
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Point3F mProbeRefScale;
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GFXCubemapHandle mCubemap;
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GFXCubemapHandle mIrradianceCubemap;
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//Utilized in dynamic reflections
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CubeReflector mCubeReflector;
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/// The priority of this light used for
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/// light and shadow scoring.
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F32 mPriority;
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/// A temporary which holds the score used
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/// when prioritizing lights for rendering.
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F32 mScore;
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bool mIsSkylight;
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enum ProbeShapeType
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{
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Box = 0, ///< Sphere shaped
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Sphere = 1, ///< Box-based shape
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Skylight = 2
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};
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ProbeShapeType mProbeShapeType;
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public:
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ProbeRenderInst();
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~ProbeRenderInst();
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// Copies data passed in from light
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void set(const ProbeRenderInst *probeInfo);
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// Accessors
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const MatrixF& getTransform() const { return mTransform; }
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void setTransform(const MatrixF &xfm) { mTransform = xfm; }
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Point3F getPosition() const { return mPosition; }
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void setPosition(const Point3F &pos) { mPosition = pos; }
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VectorF getDirection() const { return mTransform.getForwardVector(); }
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void setDirection(const VectorF &val);
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void setPriority(F32 priority) { mPriority = priority; }
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F32 getPriority() const { return mPriority; }
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void setScore(F32 score) { mScore = score; }
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F32 getScore() const { return mScore; }
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void clear();
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};
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struct ProbeShaderConstants
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{
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bool mInit;
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GFXShaderRef mShader;
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GFXShaderConstHandle* mProbeParamsSC;
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//Reflection Probes
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GFXShaderConstHandle *mProbePositionSC;
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GFXShaderConstHandle *mProbeRadiusSC;
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GFXShaderConstHandle *mProbeBoxMinSC;
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GFXShaderConstHandle *mProbeBoxMaxSC;
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GFXShaderConstHandle *mProbeIsSphereSC;
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GFXShaderConstHandle *mProbeLocalPosSC;
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GFXShaderConstHandle *mProbeCubemapSC;
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GFXShaderConstHandle *mProbeCountSC;
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ProbeShaderConstants();
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~ProbeShaderConstants();
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void init(GFXShader* buffer);
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void _onShaderReload();
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};
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typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
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//**************************************************************************
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// RenderObjectMgr
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//**************************************************************************
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class RenderProbeMgr : public RenderBinManager
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{
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typedef RenderBinManager Parent;
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Vector<U32> mRegisteredProbes;
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//Array rendering
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U32 mEffectiveProbeCount;
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S32 mMipCount;
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Vector<Point4F> probePositionsData;
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Vector<Point4F> probeRefPositionsData;
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Vector<MatrixF> probeWorldToObjData;
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Vector<Point4F> probeBBMinData;
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Vector<Point4F> probeBBMaxData;
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Vector<Point4F> probeConfigData;
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Vector<GFXCubemapHandle> cubeMaps;
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Vector<GFXCubemapHandle> irradMaps;
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AlignedArray<Point4F> mProbePositions;
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AlignedArray<Point4F> mProbeBBMin;
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AlignedArray<Point4F> mProbeBBMax;
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AlignedArray<float> mProbeUseSphereMode;
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AlignedArray<float> mProbeRadius;
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AlignedArray<float> mProbeAttenuation;
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GFXCubemapArrayHandle mCubemapArray;
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GFXCubemapArrayHandle mIrradArray;
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//Utilized in forward rendering
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ProbeConstantMap mConstantLookup;
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GFXShaderRef mLastShader;
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ProbeShaderConstants* mLastConstants;
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//
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SimObjectPtr<PostEffect> mProbeArrayEffect;
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public:
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RenderProbeMgr();
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RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
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virtual ~RenderProbeMgr();
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virtual void onRemove();
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// ConsoleObject
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static void initPersistFields();
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DECLARE_CONOBJECT(RenderProbeMgr);
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protected:
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/// The current active light manager.
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static RenderProbeMgr *smProbeManager;
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/// This helper function sets the shader constansts
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/// for the stock 4 light forward lighting code.
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void _update4ProbeConsts(const SceneData &sgData,
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MatrixSet &matSet,
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GFXShaderConstHandle *probePositionSC,
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GFXShaderConstHandle *probeRadiusSC,
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GFXShaderConstHandle *probeBoxMinSC,
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GFXShaderConstHandle *probeBoxMaxSC,
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GFXShaderConstHandle *probeCubemapSC,
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GFXShaderConstHandle *probeIsSphereSC,
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GFXShaderConstHandle *probeLocalPosSC,
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GFXShaderConstBuffer *shaderConsts);
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void _setupStaticParameters();
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void _setupPerFrameParameters(const SceneRenderState *state);
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virtual void addElement(RenderInst *inst);
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virtual void render(SceneRenderState * state);
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ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
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PostEffect* getProbeArrayEffect();
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public:
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// RenderBinMgr
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void updateProbes();
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/// Returns the active LM.
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static inline RenderProbeMgr* getProbeManager();
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void registerProbe(U32 probeIdx);
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void unregisterProbe(U32 probeIdx);
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virtual void setProbeInfo(ProcessedMaterial *pmat,
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const Material *mat,
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const SceneData &sgData,
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const SceneRenderState *state,
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U32 pass,
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GFXShaderConstBuffer *shaderConsts);
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/// Debug rendering
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static bool smRenderReflectionProbes;
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void bakeProbe(ReflectionProbe *probeInfo);
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void bakeProbes();
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};
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RenderProbeMgr* RenderProbeMgr::getProbeManager()
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{
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if (smProbeManager == nullptr)
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{
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RenderProbeMgr* probeManager = new RenderProbeMgr();
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smProbeManager = probeManager;
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}
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return smProbeManager;
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}
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#define PROBEMGR RenderProbeMgr::getProbeManager()
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#endif // RENDER_PROBE_MGR_H
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