mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
494 lines
16 KiB
C++
494 lines
16 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 "platform/platform.h"
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#include "lighting/lightManager.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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#include "console/sim.h"
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#include "console/simSet.h"
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#include "scene/sceneManager.h"
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#include "materials/materialManager.h"
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#include "materials/sceneData.h"
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#include "lighting/lightInfo.h"
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#include "lighting/lightingInterfaces.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "console/engineAPI.h"
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#include "renderInstance/renderPrePassMgr.h"
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Signal<void(const char*,bool)> LightManager::smActivateSignal;
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LightManager *LightManager::smActiveLM = NULL;
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LightManager::LightManager( const char *name, const char *id )
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: mName( name ),
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mId( id ),
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mIsActive( false ),
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mDefaultLight( NULL ),
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mSceneManager( NULL ),
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mCullPos( Point3F::Zero ),
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mAvailableSLInterfaces( NULL )
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{
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_getLightManagers().insert( mName, this );
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dMemset( &mSpecialLights, 0, sizeof( mSpecialLights ) );
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}
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LightManager::~LightManager()
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{
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_getLightManagers().erase( mName );
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SAFE_DELETE( mAvailableSLInterfaces );
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SAFE_DELETE( mDefaultLight );
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}
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LightManagerMap& LightManager::_getLightManagers()
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{
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static LightManagerMap lightManagerMap;
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return lightManagerMap;
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}
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LightManager* LightManager::findByName( const char *name )
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{
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LightManagerMap &lightManagers = _getLightManagers();
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LightManagerMap::Iterator iter = lightManagers.find( name );
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if ( iter != lightManagers.end() )
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return iter->value;
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return NULL;
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}
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void LightManager::getLightManagerNames( String *outString )
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{
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LightManagerMap &lightManagers = _getLightManagers();
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LightManagerMap::Iterator iter = lightManagers.begin();
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for ( ; iter != lightManagers.end(); iter++ )
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*outString += iter->key + "\t";
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// TODO!
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//outString->rtrim();
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}
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LightInfo* LightManager::createLightInfo(LightInfo* light /* = NULL */)
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{
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LightInfo *outLight = (light != NULL) ? light : new LightInfo;
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LightManagerMap &lightManagers = _getLightManagers();
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LightManagerMap::Iterator iter = lightManagers.begin();
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for ( ; iter != lightManagers.end(); iter++ )
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{
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LightManager *lm = iter->value;
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lm->_addLightInfoEx( outLight );
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}
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return outLight;
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}
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void LightManager::initLightFields()
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{
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LightManagerMap &lightManagers = _getLightManagers();
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LightManagerMap::Iterator iter = lightManagers.begin();
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for ( ; iter != lightManagers.end(); iter++ )
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{
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LightManager *lm = iter->value;
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lm->_initLightFields();
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}
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}
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IMPLEMENT_GLOBAL_CALLBACK( onLightManagerActivate, void, ( const char *name ), ( name ),
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"A callback called by the engine when a light manager is activated.\n"
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"@param name The name of the light manager being activated.\n"
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"@ingroup Lighting\n" );
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void LightManager::activate( SceneManager *sceneManager )
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{
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AssertFatal( sceneManager, "LightManager::activate() - Got null scene manager!" );
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AssertFatal( mIsActive == false, "LightManager::activate() - Already activated!" );
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AssertFatal( smActiveLM == NULL, "LightManager::activate() - A previous LM is still active!" );
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mIsActive = true;
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mSceneManager = sceneManager;
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smActiveLM = this;
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onLightManagerActivate_callback( getName() );
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}
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IMPLEMENT_GLOBAL_CALLBACK( onLightManagerDeactivate, void, ( const char *name ), ( name ),
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"A callback called by the engine when a light manager is deactivated.\n"
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"@param name The name of the light manager being deactivated.\n"
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"@ingroup Lighting\n" );
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void LightManager::deactivate()
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{
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AssertFatal( mIsActive == true, "LightManager::deactivate() - Already deactivated!" );
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AssertFatal( smActiveLM == this, "LightManager::activate() - This isn't the active light manager!" );
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if( Sim::getRootGroup() ) // To protect against shutdown.
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onLightManagerDeactivate_callback( getName() );
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mIsActive = false;
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mSceneManager = NULL;
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smActiveLM = NULL;
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// Just in case... make sure we're all clear.
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unregisterAllLights();
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}
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LightInfo* LightManager::getDefaultLight()
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{
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// The sun is always our default light when
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// when its registered.
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if ( mSpecialLights[ LightManager::slSunLightType ] )
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return mSpecialLights[ LightManager::slSunLightType ];
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// Else return a dummy special light.
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if ( !mDefaultLight )
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mDefaultLight = createLightInfo();
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return mDefaultLight;
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}
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LightInfo* LightManager::getSpecialLight( LightManager::SpecialLightTypesEnum type, bool useDefault )
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{
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if ( mSpecialLights[type] )
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return mSpecialLights[type];
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if ( useDefault )
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return getDefaultLight();
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return NULL;
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}
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void LightManager::setSpecialLight( LightManager::SpecialLightTypesEnum type, LightInfo *light )
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{
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if ( light && type == slSunLightType )
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{
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// The sun must be specially positioned and ranged
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// so that it can be processed like a point light
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// in the stock light shader used by Basic Lighting.
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light->setPosition( mCullPos - ( light->getDirection() * 10000.0f ) );
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light->setRange( 2000000.0f );
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}
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mSpecialLights[type] = light;
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registerGlobalLight( light, NULL );
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}
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void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLighting )
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{
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PROFILE_SCOPE( LightManager_RegisterGlobalLights );
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// TODO: We need to work this out...
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//
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// 1. Why do we register and unregister lights on every
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// render when they don't often change... shouldn't we
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// just register once and keep them?
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//
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// 2. If we do culling of lights should this happen as part
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// of registration or somewhere else?
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//
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// Grab the lights to process.
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Vector<SceneObject*> activeLights;
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const U32 lightMask = LightObjectType;
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if ( staticLighting || !frustum )
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{
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// We're processing static lighting or want all the lights
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// in the container registerd... so no culling.
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getSceneManager()->getContainer()->findObjectList( lightMask, &activeLights );
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}
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else
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{
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// Cull the lights using the frustum.
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getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
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for (U32 i = 0; i < activeLights.size(); ++i)
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{
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if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
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{
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activeLights.erase(i);
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--i;
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}
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}
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// Store the culling position for sun placement
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// later... see setSpecialLight.
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mCullPos = frustum->getPosition();
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// HACK: Make sure the control object always gets
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// processed as lights mounted to it don't change
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// the shape bounds and can often get culled.
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GameConnection *conn = GameConnection::getConnectionToServer();
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if ( conn->getControlObject() )
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{
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GameBase *conObject = conn->getControlObject();
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activeLights.push_back_unique( conObject );
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}
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}
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// Let the lights register themselves.
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for ( U32 i = 0; i < activeLights.size(); i++ )
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{
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ISceneLight *lightInterface = dynamic_cast<ISceneLight*>( activeLights[i] );
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if ( lightInterface )
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lightInterface->submitLights( this, staticLighting );
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}
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}
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void LightManager::registerGlobalLight( LightInfo *light, SimObject *obj )
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{
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AssertFatal( !mRegisteredLights.contains( light ),
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"LightManager::registerGlobalLight - This light is already registered!" );
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mRegisteredLights.push_back( light );
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}
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void LightManager::unregisterGlobalLight( LightInfo *light )
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{
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mRegisteredLights.unregisterLight( light );
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// If this is the sun... clear the special light too.
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if ( light == mSpecialLights[slSunLightType] )
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dMemset( mSpecialLights, 0, sizeof( mSpecialLights ) );
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}
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void LightManager::registerLocalLight( LightInfo *light )
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{
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// TODO: What should we do here?
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}
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void LightManager::unregisterLocalLight( LightInfo *light )
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{
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// TODO: What should we do here?
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}
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void LightManager::unregisterAllLights()
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{
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dMemset( mSpecialLights, 0, sizeof( mSpecialLights ) );
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mRegisteredLights.clear();
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}
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void LightManager::getAllUnsortedLights( Vector<LightInfo*> *list ) const
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{
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list->merge( mRegisteredLights );
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}
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void LightManager::_update4LightConsts( const SceneData &sgData,
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GFXShaderConstHandle *lightPositionSC,
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GFXShaderConstHandle *lightDiffuseSC,
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GFXShaderConstHandle *lightAmbientSC,
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GFXShaderConstHandle *lightInvRadiusSqSC,
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GFXShaderConstHandle *lightSpotDirSC,
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GFXShaderConstHandle *lightSpotAngleSC,
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GFXShaderConstHandle *lightSpotFalloffSC,
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GFXShaderConstBuffer *shaderConsts )
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts );
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// Skip over gathering lights if we don't have to!
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if ( lightPositionSC->isValid() ||
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lightDiffuseSC->isValid() ||
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lightInvRadiusSqSC->isValid() ||
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lightSpotDirSC->isValid() ||
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lightSpotAngleSC->isValid() ||
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lightSpotFalloffSC->isValid() )
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
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static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
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static Point4F lightInvRadiusSq;
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static Point4F lightSpotAngle;
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static Point4F lightSpotFalloff;
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F32 range;
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// Need to clear the buffers so that we don't leak
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// lights from previous passes or have NaNs.
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dMemset( lightPositions.getBuffer(), 0, lightPositions.getBufferSize() );
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dMemset( lightSpotDirs.getBuffer(), 0, lightSpotDirs.getBufferSize() );
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dMemset( lightColors.getBuffer(), 0, lightColors.getBufferSize() );
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lightInvRadiusSq = Point4F::Zero;
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lightSpotAngle.set( -1.0f, -1.0f, -1.0f, -1.0f );
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lightSpotFalloff.set( F32_MAX, F32_MAX, F32_MAX, F32_MAX );
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// Gather the data for the first 4 lights.
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const LightInfo *light;
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for ( U32 i=0; i < 4; i++ )
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{
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light = sgData.lights[i];
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if ( !light )
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break;
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// The light positions and spot directions are
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// in SoA order to make optimal use of the GPU.
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const Point3F &lightPos = light->getPosition();
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lightPositions[0][i] = lightPos.x;
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lightPositions[1][i] = lightPos.y;
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lightPositions[2][i] = lightPos.z;
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const VectorF &lightDir = light->getDirection();
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lightSpotDirs[0][i] = lightDir.x;
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lightSpotDirs[1][i] = lightDir.y;
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lightSpotDirs[2][i] = lightDir.z;
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if ( light->getType() == LightInfo::Spot )
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{
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lightSpotAngle[i] = mCos( mDegToRad( light->getOuterConeAngle() / 2.0f ) );
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lightSpotFalloff[i] = 1.0f / getMax( F32_MIN, mCos( mDegToRad( light->getInnerConeAngle() / 2.0f ) ) - lightSpotAngle[i] );
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}
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// Prescale the light color by the brightness to
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// avoid doing this in the shader.
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lightColors[i] = Point4F(light->getColor()) * light->getBrightness();
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// We need 1 over range^2 here.
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range = light->getRange().x;
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lightInvRadiusSq[i] = 1.0f / ( range * range );
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}
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shaderConsts->setSafe( lightPositionSC, lightPositions );
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shaderConsts->setSafe( lightDiffuseSC, lightColors );
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shaderConsts->setSafe( lightInvRadiusSqSC, lightInvRadiusSq );
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shaderConsts->setSafe( lightSpotDirSC, lightSpotDirs );
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shaderConsts->setSafe( lightSpotAngleSC, lightSpotAngle );
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shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );
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}
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// Setup the ambient lighting from the first
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// light which is the directional light if
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// one exists at all in the scene.
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if ( lightAmbientSC->isValid() )
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shaderConsts->set( lightAmbientSC, sgData.ambientLightColor );
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}
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AvailableSLInterfaces* LightManager::getSceneLightingInterface()
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{
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if ( !mAvailableSLInterfaces )
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mAvailableSLInterfaces = new AvailableSLInterfaces();
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return mAvailableSLInterfaces;
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}
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bool LightManager::lightScene( const char* callback, const char* param )
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{
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BitSet32 flags = 0;
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if ( param )
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{
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if ( !dStricmp( param, "forceAlways" ) )
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flags.set( SceneLighting::ForceAlways );
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else if ( !dStricmp(param, "forceWritable" ) )
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flags.set( SceneLighting::ForceWritable );
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else if ( !dStricmp(param, "loadOnly" ) )
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flags.set( SceneLighting::LoadOnly );
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}
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// The SceneLighting object will delete itself
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// once the lighting process is complete.
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SceneLighting* sl = new SceneLighting( getSceneLightingInterface() );
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return sl->lightScene( callback, flags );
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}
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RenderPrePassMgr* LightManager::_findPrePassRenderBin()
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{
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RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
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for( U32 i = 0; i < rpm->getManagerCount(); i++ )
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{
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RenderBinManager *bin = rpm->getManager( i );
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if( bin->getRenderInstType() == RenderPrePassMgr::RIT_PrePass )
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{
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return ( RenderPrePassMgr* ) bin;
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}
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}
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return NULL;
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}
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DefineEngineFunction( setLightManager, bool, ( const char *name ),,
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"Finds and activates the named light manager.\n"
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"@return Returns true if the light manager is found and activated.\n"
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"@ingroup Lighting\n" )
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{
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return gClientSceneGraph->setLightManager( name );
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}
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DefineEngineFunction( lightScene, bool, ( const char *completeCallbackFn, const char *mode ), ( nullAsType<const char*>(), nullAsType<const char*>() ),
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"Will generate static lighting for the scene if supported by the active light manager.\n\n"
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"If mode is \"forceAlways\", the lightmaps will be regenerated regardless of whether "
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"lighting cache files can be written to. If mode is \"forceWritable\", then the lightmaps "
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"will be regenerated only if the lighting cache files can be written.\n"
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"@param completeCallbackFn The name of the function to execute when the lighting is complete.\n"
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"@param mode One of \"forceAlways\", \"forceWritable\" or \"loadOnly\".\n"
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"@return Returns true if the scene lighting process was started.\n"
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"@ingroup Lighting\n" )
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{
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if ( !LIGHTMGR )
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return false;
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return LIGHTMGR->lightScene( completeCallbackFn, mode );
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}
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DefineEngineFunction( getLightManagerNames, String, (),,
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"Returns a tab seperated list of light manager names.\n"
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"@ingroup Lighting\n" )
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{
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String names;
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LightManager::getLightManagerNames( &names );
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return names;
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}
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DefineEngineFunction( getActiveLightManager, const char*, (),,
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"Returns the active light manager name.\n"
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"@ingroup Lighting\n" )
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{
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if ( !LIGHTMGR )
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return NULL;
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return LIGHTMGR->getName();
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}
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DefineEngineFunction( resetLightManager, void, (),,
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"@brief Deactivates and then activates the currently active light manager."
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"This causes most shaders to be regenerated and is often used when global "
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"rendering changes have occured.\n"
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"@ingroup Lighting\n" )
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{
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LightManager *lm = LIGHTMGR;
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if ( !lm )
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return;
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SceneManager *sm = lm->getSceneManager();
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lm->deactivate();
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lm->activate( sm );
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}
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