Torque3D/Engine/source/lighting/probeManager.cpp
2018-10-28 20:42:26 +10:00

1076 lines
33 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 "platform/platform.h"
#include "lighting/probeManager.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "console/sim.h"
#include "console/simSet.h"
#include "scene/sceneManager.h"
#include "materials/materialManager.h"
#include "materials/sceneData.h"
#include "lighting/lightInfo.h"
#include "lighting/lightingInterfaces.h"
#include "T3D/gameBase/gameConnection.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "console/engineAPI.h"
#include "renderInstance/renderDeferredMgr.h"
#include "shaderGen/shaderGenVars.h"
#include "math/util/sphereMesh.h"
Signal<void(const char*,bool)> ProbeManager::smActivateSignal;
ProbeManager *ProbeManager::smProbeManager = NULL;
bool ProbeManager::smRenderReflectionProbes = true;
//
//
ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
mTransform(true),
mDirty(false),
mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
mPriority(1.0f),
mScore(0.0f),
mDebugRender(false),
mCubemap(NULL),
mIrradianceCubemap(NULL),
mBRDFTexture(NULL),
mRadius(1.0f),
mIntensity(1.0f),
mProbePosOffset(0,0,0),
numPrims(0)
{
for (U32 i = 0; i < 5; ++i)
{
mSHConstants[i] = 0;
}
}
ProbeRenderInst::~ProbeRenderInst()
{
if (mCubemap && mCubemap->isValid())
{
mCubemap->free();
}
if (mIrradianceCubemap && mIrradianceCubemap->isValid())
{
mIrradianceCubemap->free();
}
if (mBRDFTexture && mBRDFTexture->isValid())
{
mBRDFTexture->free();
}
}
void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
{
mTransform = probeInfo->mTransform;
mAmbient = probeInfo->mAmbient;
mCubemap = probeInfo->mCubemap;
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
mBRDFTexture = probeInfo->mBRDFTexture;
mRadius = probeInfo->mRadius;
mIntensity = probeInfo->mIntensity;
mProbeShapeType = probeInfo->mProbeShapeType;
numPrims = probeInfo->numPrims;
numVerts = probeInfo->numVerts;
numIndicesForPoly = probeInfo->numIndicesForPoly;
mBounds = probeInfo->mBounds;
for (U32 i = 0; i < 9; i++)
{
mSHTerms[i] = probeInfo->mSHTerms[i];
}
for (U32 i = 0; i < 5; i++)
{
mSHConstants[i] = probeInfo->mSHConstants[i];
}
}
void ProbeRenderInst::getWorldToLightProj(MatrixF *outMatrix) const
{
*outMatrix = getTransform();
outMatrix->inverse();
}
ProbeShaderConstants::ProbeShaderConstants()
: mInit(false),
mShader(NULL),
mProbeParamsSC(NULL),
mProbePositionSC(NULL),
mProbeRadiusSC(NULL),
mProbeBoxMinSC(NULL),
mProbeBoxMaxSC(NULL),
mProbeIsSphereSC(NULL),
mProbeLocalPosSC(NULL),
mProbeCubemapSC(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);
}
mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
//Reflection Probes
mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
mInit = true;
}
void ProbeShaderConstants::_onShaderReload()
{
if (mShader.isValid())
init(mShader);
}
ProbeManager::ProbeManager()
: mSceneManager( NULL ),
mCullPos( Point3F::Zero )
{
mLastShader = NULL;
mLastConstants = NULL;
mSkylightMaterial = nullptr;
mReflectProbeMaterial = nullptr;
}
ProbeManager::~ProbeManager()
{
}
ProbeRenderInst* ProbeManager::createProbeInfo(ProbeRenderInst* probe /* = NULL */)
{
ProbeRenderInst *outProbe = (probe != NULL) ? probe : new ProbeRenderInst;
/*ProbeManagerMap &ProbeManagers = _getProbeManagers();
ProbeManagerMap::Iterator iter = ProbeManagers.begin();
for ( ; iter != ProbeManagers.end(); iter++ )
{
ProbeManager *lm = iter->value;
lm->_addLightInfoEx( outLight );
}*/
return outProbe;
}
/*void ProbeManager::initLightFields()
{
ProbeManagerMap &ProbeManagers = _getProbeManagers();
ProbeManagerMap::Iterator iter = ProbeManagers.begin();
for ( ; iter != ProbeManagers.end(); iter++ )
{
ProbeManager *lm = iter->value;
lm->_initLightFields();
}
}*/
IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerActivate, void, ( const char *name ), ( name ),
"A callback called by the engine when a light manager is activated.\n"
"@param name The name of the light manager being activated.\n"
"@ingroup Lighting\n" );
void ProbeManager::activate( SceneManager *sceneManager )
{
AssertFatal( sceneManager, "ProbeManager::activate() - Got null scene manager!" );
//AssertFatal( mIsActive == false, "ProbeManager::activate() - Already activated!" );
AssertFatal(smProbeManager == NULL, "ProbeManager::activate() - A previous ProbeManager is still active!" );
mSceneManager = sceneManager;
smProbeManager = this;
}
IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerDeactivate, void, ( const char *name ), ( name ),
"A callback called by the engine when a light manager is deactivated.\n"
"@param name The name of the light manager being deactivated.\n"
"@ingroup Lighting\n" );
void ProbeManager::deactivate()
{
//AssertFatal( mIsActive == true, "ProbeManager::deactivate() - Already deactivated!" );
AssertFatal( smProbeManager == this, "ProbeManager::activate() - This isn't the active light manager!" );
//if( Sim::getRootGroup() ) // To protect against shutdown.
// onProbeManagerDeactivate_callback( getName() );
//mIsActive = false;
mSceneManager = NULL;
smProbeManager = NULL;
}
ProbeShaderConstants* ProbeManager::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;
}
mLastConstants = new ProbeShaderConstants();
// Make sure that our current lighting constants are initialized
if (!mLastConstants->mInit)
mLastConstants->init(shader);
return mLastConstants;
}
void ProbeManager::_update4ProbeConsts( const SceneData &sgData,
MatrixSet &matSet,
GFXShaderConstHandle *probePositionSC,
GFXShaderConstHandle *probeRadiusSC,
GFXShaderConstHandle *probeBoxMinSC,
GFXShaderConstHandle *probeBoxMaxSC,
GFXShaderConstHandle *probeCubemapSC,
GFXShaderConstHandle *probeIsSphereSC,
GFXShaderConstHandle *probeLocalPosSC,
GFXShaderConstBuffer *shaderConsts )
{
PROFILE_SCOPE( ProbeManager_Update4ProbeConsts );
// Skip over gathering lights if we don't have to!
if (probePositionSC->isValid() ||
probeRadiusSC->isValid() ||
probeBoxMinSC->isValid() ||
probeBoxMaxSC->isValid() ||
probeCubemapSC->isValid() && (!ProbeRenderInst::all.empty()))
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
static AlignedArray<F32> probeRadius(4, sizeof(F32));
static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
//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(probePositions.getBuffer(), 0, probePositions.getBufferSize());
dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
dMemset(probeLocalPositions.getBuffer(), 0, probeLocalPositions.getBufferSize());
dMemset(probeIsSphere.getBuffer(), 0, probeRadius.getBufferSize());
//dMemset(probeCubemap.getBuffer(), 0, probeCubemap.getBufferSize());
matSet.restoreSceneViewProjection();
const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
// Gather the data for the first 4 probes.
const ProbeRenderInst *probe;
for (U32 i = 0; i < 4; i++)
{
if (i >= ProbeRenderInst::all.size())
break;
probe = ProbeRenderInst::all[i];
if (!probe)
continue;
if (!probe->mIsEnabled)
continue;
// The light positions and spot directions are
// in SoA order to make optimal use of the GPU.
const Point3F &probePos = probe->getPosition();
probePositions[i].x = probePos.x;
probePositions[i].y = probePos.y;
probePositions[i].z = probePos.z;
probeRadius[i] = probe->mRadius;
const Point3F &minExt = probe->mBounds.minExtents;
probeBoxMins[i].x = minExt.x;
probeBoxMins[i].y = minExt.y;
probeBoxMins[i].z = minExt.z;
const Point3F &maxExt = probe->mBounds.maxExtents;
probeBoxMaxs[i].x = maxExt.x;
probeBoxMaxs[i].y = maxExt.y;
probeBoxMaxs[i].z = maxExt.z;
probeIsSphere[i] = probe->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0 : 0.0;
Point3F localProbePos;
worldToCameraXfm.mulP(probe->getPosition(), &localProbePos);
probeLocalPositions[i].x = localProbePos.x;
probeLocalPositions[i].y = localProbePos.y;
probeLocalPositions[i].z = localProbePos.z;
if (probe->mCubemap && !probe->mCubemap->isNull())
{
S32 samplerReg = probeCubemapSC->getSamplerRegister();
if(samplerReg != -1)
GFX->setCubeTexture(samplerReg + i, probe->mCubemap->getPointer());
}
}
shaderConsts->setSafe(probePositionSC, probePositions);
shaderConsts->setSafe(probeRadiusSC, probeRadius);
shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
//
//shaderConsts->setSafe(lightSpotAngleSC, lightSpotAngle);
//shaderConsts->setSafe(lightSpotFalloffSC, lightSpotFalloff);
}
else
{
/*if (probe->mCubemap && !probe->mCubemap->isNull())
{
GFX->setCubeTexture(1, probe->mCubemap->getPointer());
}*/
if (probeCubemapSC->isValid())
{
for(U32 i=0; i < 4; ++i)
GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
}
}
}
void ProbeManager::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);
//ProbeInfo *probe;
//probe = mRegisteredProbes[0];
// 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->mProbePositionSC,
psc->mProbeRadiusSC,
psc->mProbeBoxMinSC,
psc->mProbeBoxMaxSC,
psc->mProbeCubemapSC,
psc->mProbeIsSphereSC,
psc->mProbeLocalPosSC,
shaderConsts );
// Static
/*if (lsm && light->getCastShadows())
{
if (psc->mWorldToLightProjSC->isValid())
shaderConsts->set(psc->mWorldToLightProjSC,
lsm->getWorldToLightProj(),
psc->mWorldToLightProjSC->getType());
if (psc->mViewToLightProjSC->isValid())
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
shaderConsts->set(psc->mViewToLightProjSC,
lsm->getWorldToLightProj() * state->getCameraTransform(),
psc->mViewToLightProjSC->getType());
}
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize());
// Do this last so that overrides can properly override parameters previously set
lsm->setShaderParameters(shaderConsts, psc);
}
else
{
if (psc->mViewToLightProjSC->isValid())
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
MatrixF proj;
light->getWorldToLightProj(&proj);
shaderConsts->set(psc->mViewToLightProjSC,
proj * state->getCameraTransform(),
psc->mViewToLightProjSC->getType());
}
}
// Dynamic
if (dynamicShadowMap)
{
if (psc->mDynamicWorldToLightProjSC->isValid())
shaderConsts->set(psc->mDynamicWorldToLightProjSC,
dynamicShadowMap->getWorldToLightProj(),
psc->mDynamicWorldToLightProjSC->getType());
if (psc->mDynamicViewToLightProjSC->isValid())
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
shaderConsts->set(psc->mDynamicViewToLightProjSC,
dynamicShadowMap->getWorldToLightProj() * state->getCameraTransform(),
psc->mDynamicViewToLightProjSC->getType());
}
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)dynamicShadowMap->getTexSize());
// Do this last so that overrides can properly override parameters previously set
dynamicShadowMap->setShaderParameters(shaderConsts, psc);
}
else
{
if (psc->mDynamicViewToLightProjSC->isValid())
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
MatrixF proj;
light->getWorldToLightProj(&proj);
shaderConsts->set(psc->mDynamicViewToLightProjSC,
proj * state->getCameraTransform(),
psc->mDynamicViewToLightProjSC->getType());
}
}*/
}
/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
bool ProbeManager::setTextureStage(const SceneData &sgData,
const U32 currTexFlag,
const U32 textureSlot,
GFXShaderConstBuffer *shaderConsts,
ShaderConstHandles *handles)
{
return false;
}
AvailableSLInterfaces* ProbeManager::getSceneLightingInterface()
{
//if ( !mAvailableSLInterfaces )
// mAvailableSLInterfaces = new AvailableSLInterfaces();
return NULL;
}
void ProbeManager::updateDirtyProbes()
{
for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
{
ProbeRenderInst* probe = ProbeRenderInst::all[i];
if (probe->mDirty)
{
//make sure we have a fill-out on our primitives, materials, etc
//so we don't have to always force an update when it's not needed
if (probe->mIsSkylight)
{
setupSkylightProbe(probe);
}
else
{
if (probe->mProbeShapeType == ProbeRenderInst::Sphere)
{
setupSphereReflectionProbe(probe);
}
else if(probe->mProbeShapeType == ProbeRenderInst::Box)
{
setupConvexReflectionProbe(probe);
}
}
probe->mDirty = false;
}
}
}
ProbeManager::SkylightMaterialInfo* ProbeManager::getSkylightMaterial()
{
PROFILE_SCOPE(AdvancedLightBinManager_getSkylightMaterial);
//ReflectProbeMaterialInfo *info = NULL;
if (!mSkylightMaterial)
// Now create the material info object.
mSkylightMaterial = new SkylightMaterialInfo("SklyightMaterial",
getGFXVertexFormat<GFXVertexPC>());
return mSkylightMaterial;
}
ProbeManager::ReflectProbeMaterialInfo* ProbeManager::getReflectProbeMaterial()
{
PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
//ReflectProbeMaterialInfo *info = NULL;
if (!mReflectProbeMaterial)
// Now create the material info object.
mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
getGFXVertexFormat<GFXVertexPC>());
return mReflectProbeMaterial;
}
void ProbeManager::setupSkylightProbe(ProbeRenderInst *probeInfo)
{
probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
if (!mSkylightMaterial)
mSkylightMaterial = getSkylightMaterial();
}
void ProbeManager::setupSphereReflectionProbe(ProbeRenderInst *probeInfo)
{
probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
if (!mReflectProbeMaterial)
mReflectProbeMaterial = getReflectProbeMaterial();
}
void ProbeManager::setupConvexReflectionProbe(ProbeRenderInst *probeInfo)
{
static const Point3F cubePoints[8] =
{
Point3F(1, -1, -1), Point3F(1, -1, 1), Point3F(1, 1, -1), Point3F(1, 1, 1),
Point3F(-1, -1, -1), Point3F(-1, 1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, 1)
};
/*static const Point3F cubeNormals[6] =
{
Point3F(1, 0, 0), Point3F(-1, 0, 0), Point3F(0, 1, 0),
Point3F(0, -1, 0), Point3F(0, 0, 1), Point3F(0, 0, -1)
};*/
/*static const Point2F cubeTexCoords[4] =
{
Point2F(0, 0), Point2F(0, -1),
Point2F(1, 0), Point2F(1, -1)
};*/
static const U32 cubeFaces[36][3] =
{
{ 3, 0, 3 },{ 0, 0, 0 },{ 1, 0, 1 },
{ 2, 0, 2 },{ 0, 0, 0 },{ 3, 0, 3 },
{ 7, 1, 1 },{ 4, 1, 2 },{ 5, 1, 0 },
{ 6, 1, 3 },{ 4, 1, 2 },{ 7, 1, 1 },
{ 3, 2, 1 },{ 5, 2, 2 },{ 2, 2, 0 },
{ 7, 2, 3 },{ 5, 2, 2 },{ 3, 2, 1 },
{ 1, 3, 3 },{ 4, 3, 0 },{ 6, 3, 1 },
{ 0, 3, 2 },{ 4, 3, 0 },{ 1, 3, 3 },
{ 3, 4, 3 },{ 6, 4, 0 },{ 7, 4, 1 },
{ 1, 4, 2 },{ 6, 4, 0 },{ 3, 4, 3 },
{ 2, 5, 1 },{ 4, 5, 2 },{ 0, 5, 0 },
{ 5, 5, 3 },{ 4, 5, 2 },{ 2, 5, 1 }
};
// Fill the vertex buffer
GFXVertexPC *pVert = NULL;
probeInfo->numVerts = 36;
probeInfo->vertBuffer.set(GFX, 36, GFXBufferTypeStatic);
pVert = probeInfo->vertBuffer.lock();
Point3F halfSize = Point3F(probeInfo->mRadius, probeInfo->mRadius, probeInfo->mRadius);
for (U32 i = 0; i < 36; i++)
{
const U32& vdx = cubeFaces[i][0];
pVert[i].point = cubePoints[vdx] * halfSize;
}
probeInfo->vertBuffer.unlock();
// Fill the primitive buffer
U16 *pIdx = NULL;
probeInfo->primBuffer.set(GFX, 36, 12, GFXBufferTypeStatic);
probeInfo->primBuffer.lock(&pIdx);
for (U16 i = 0; i < 36; i++)
pIdx[i] = i;
probeInfo->primBuffer.unlock();
probeInfo->numPrims = 12;
if (!mReflectProbeMaterial)
mReflectProbeMaterial = getReflectProbeMaterial();
//
// mReflectProbeBin.push_back(pEntry);
}
GFXVertexBufferHandle<GFXVertexPC> ProbeManager::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives)
{
static SphereMesh sSphereMesh;
if (mSphereGeometry.isNull())
{
const SphereMesh::TriangleMesh * sphereMesh = sSphereMesh.getMesh(3);
S32 numPoly = sphereMesh->numPoly;
mSpherePrimitiveCount = 0;
mSphereGeometry.set(GFX, numPoly * 3, GFXBufferTypeStatic);
mSphereGeometry.lock();
S32 vertexIndex = 0;
for (S32 i = 0; i<numPoly; i++)
{
mSpherePrimitiveCount++;
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[0];
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
vertexIndex++;
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[1];
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
vertexIndex++;
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[2];
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
vertexIndex++;
}
mSphereGeometry.unlock();
}
outNumPrimitives = mSpherePrimitiveCount;
outPrimitives = NULL; // For now
return mSphereGeometry;
}
//
//
bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
{
bool success = Parent::init(features, vertexFormat);
// If the initialization failed don't continue.
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
return false;
return true;
}
bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
{
// Go no further if the material failed to initialize properly.
if (!mProcessedMaterial ||
mProcessedMaterial->getNumPasses() == 0)
return false;
bool bRetVal = Parent::setupPass(state, sgData);;
AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
const RenderPassData *rpd = mProcessedMaterial->getPass(0);
AssertFatal(rpd, "No render pass data!");
AssertFatal(rpd->mRenderStates[0], "No render state 0!");
if (!mProjectionState)
{
GFXStateBlockDesc desc;
desc.setZReadWrite(false);
desc.zWriteEnable = false;
desc.setCullMode(GFXCullNone);
desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendDestAlpha, GFXBlendOpMax);
mProjectionState = GFX->createStateBlock(desc);
}
// Now override stateblock with our own
GFX->setStateBlock(mProjectionState);
return bRetVal;
}
//
//
ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
const GFXVertexFormat *vertexFormat)
: matInstance(NULL),
zNearFarInvNearFar(NULL),
farPlane(NULL),
vsFarPlane(NULL),
negFarPlaneDotEye(NULL),
probeWSPos(NULL),
attenuation(NULL),
radius(NULL),
cubeMips(NULL)
{
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
if (!mat)
return;
matInstance = new ReflectProbeMatInstance(*mat);
const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>();
for (U32 i = 0; i < macros.size(); i++)
matInstance->addShaderMacro(macros[i].name, macros[i].value);
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
attenuation = matInstance->getMaterialParameterHandle("$attenuation");
radius = matInstance->getMaterialParameterHandle("$radius");
probeLSPos = matInstance->getMaterialParameterHandle("$probeLSPos");
probeWSPos = matInstance->getMaterialParameterHandle("$probeWSPos");
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
bbMin = matInstance->getMaterialParameterHandle("$bbMin");
bbMax = matInstance->getMaterialParameterHandle("$bbMax");
useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
for (U32 i = 0; i < 9; i++)
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
for (U32 i = 0; i < 5; i++)
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
}
ProbeManager::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
{
SAFE_DELETE(matInstance);
}
void ProbeManager::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
const F32 _zFar,
const Point3F &_eyePos,
const PlaneF &_farPlane,
const PlaneF &_vsFarPlane)
{
MaterialParameters *matParams = matInstance->getMaterialParameters();
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
if (negFarPlaneDotEye->isValid())
{
// -dot( farPlane, eyePos )
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
}
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
Point4F frPlane = *((const Point4F *)&_farPlane);
Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
}
void ProbeManager::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
{
//Set up the params
MaterialParameters *matParams = matInstance->getMaterialParameters();
matParams->setSafe(radius, probeInfo->mRadius);
Point3F probePos = probeInfo->getPosition() + probeInfo->mProbePosOffset;
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
matParams->setSafe(probeWSPos, probePos);
worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
matParams->setSafe(probeLSPos, probePos);
// Get the attenuation falloff ratio and normalize it.
Point3F attenRatio = Point3F(0.0f, 1.0f, 1.0f);
F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
if (total > 0.0f)
attenRatio /= total;
F32 probeRadius = probeInfo->mRadius;
Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
(1.0f / (probeRadius * probeRadius)) * attenRatio.z);
matParams->setSafe(attenuation, attenParams);
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
if (!deferredTexObject) return;
GFX->setTexture(0, deferredTexObject);
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
GFXTextureObject *matInfoTexObject = matInfoTexTarget->getTexture();
if (!matInfoTexObject) return;
GFX->setTexture(1, matInfoTexObject);
if (probeInfo->mCubemap && !probeInfo->mCubemap->isNull())
{
GFX->setCubeTexture(2, probeInfo->mCubemap->getPointer());
}
else
{
GFX->setCubeTexture(2, NULL);
}
if (probeInfo->mIrradianceCubemap && !probeInfo->mIrradianceCubemap->isNull())
{
GFX->setCubeTexture(3, probeInfo->mIrradianceCubemap->getPointer());
}
else
{
GFX->setCubeTexture(3, NULL);
}
if (probeInfo->mBRDFTexture && !probeInfo->mBRDFTexture->isNull())
{
GFX->setTexture(4, probeInfo->mBRDFTexture->getPointer());
}
else
{
GFX->setTexture(4, NULL);
}
if (probeInfo->mCubemap->isValid())
matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap->getPointer()->getMipMapLevels(), 2.0f));
else
matParams->setSafe(cubeMips, F32(0.0));
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0f : 0.0f);
//SH Terms
//static AlignedArray<Point3F> shTermsArray(9, sizeof(Point3F));
//dMemset(shTermsArray.getBuffer(), 0, shTermsArray.getBufferSize());
for (U32 i = 0; i < 9; i++)
{
matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
}
for (U32 i = 0; i < 5; i++)
{
matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
}
const MatrixF worldToObjectXfm = probeInfo->mTransform;
MaterialParameterHandle *worldToObjMat = matInstance->getMaterialParameterHandle("$worldToObj");
matParams->setSafe(worldToObjMat, worldToObjectXfm);
}
//
//
//
ProbeManager::SkylightMaterialInfo::SkylightMaterialInfo(const String &matName,
const GFXVertexFormat *vertexFormat)
: ReflectProbeMaterialInfo(matName, vertexFormat)
{
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
if (!mat)
return;
matInstance = new SkylightMatInstance(*mat);
const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>();
for (U32 i = 0; i < macros.size(); i++)
matInstance->addShaderMacro(macros[i].name, macros[i].value);
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
for (U32 i = 0; i < 9; i++)
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
for (U32 i = 0; i < 5; i++)
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
}
ProbeManager::SkylightMaterialInfo::~SkylightMaterialInfo()
{
SAFE_DELETE(matInstance);
}
/*bool ProbeManager::lightScene( const char* callback, const char* param )
{
BitSet32 flags = 0;
if ( param )
{
if ( !dStricmp( param, "forceAlways" ) )
flags.set( SceneLighting::ForceAlways );
else if ( !dStricmp(param, "forceWritable" ) )
flags.set( SceneLighting::ForceWritable );
else if ( !dStricmp(param, "loadOnly" ) )
flags.set( SceneLighting::LoadOnly );
}
// The SceneLighting object will delete itself
// once the lighting process is complete.
SceneLighting* sl = new SceneLighting( getSceneLightingInterface() );
return sl->lightScene( callback, flags );
}*/
/*RenderDeferredMgr* ProbeManager::_findDeferredRenderBin()
{
RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
{
RenderBinManager *bin = rpm->getManager( i );
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
{
return ( RenderDeferredMgr* ) bin;
}
}
return NULL;
}*/
DefineEngineFunction( CreateProbeManager, bool, (),,
"Finds and activates the named light manager.\n"
"@return Returns true if the light manager is found and activated.\n"
"@ingroup Lighting\n" )
{
ProbeManager* probeManager = new ProbeManager();
if (probeManager != nullptr && gClientSceneGraph != nullptr)
{
probeManager->activate(gClientSceneGraph);
return true;
}
return false;
}
DefineEngineFunction( resetProbeManager, void, (),,
"@brief Deactivates and then activates the currently active light manager."
"This causes most shaders to be regenerated and is often used when global "
"rendering changes have occured.\n"
"@ingroup Lighting\n" )
{
ProbeManager *pm = PROBEMGR;
if ( !pm)
return;
/*SceneManager *sm = lm->getSceneManager();
lm->deactivate();
lm->activate( sm );*/
}