Torque3D/Engine/source/renderInstance/renderProbeMgr.cpp
Azaezel 47c36ff59d THIS IS AN ABOMINATION UNTO THE CODEBASE AND SHOULD BE REMOVED THE SECOND WE CAN SORT OUT WHAT THE HECK IS GOING ON WITH THAT QSORT
stops flickering by itterating through the probe list twice. once looking for the skylight, then doing the rest
2018-11-28 18:12:12 -06:00

326 lines
11 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 "gfx/gfxDebugEvent.h"
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" );
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;
}
RenderProbeMgr::RenderProbeMgr()
: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f)
{
}
RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
: RenderBinManager(riType, renderOrder, processAddOrder)
{
}
void RenderProbeMgr::initPersistFields()
{
Parent::initPersistFields();
}
void RenderProbeMgr::addElement(RenderInst *inst)
{
// If this instance is translucent handle it in RenderTranslucentMgr
//if (inst->translucentSort)
return;
//AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?");
/*internalAddElement(inst);
ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
if (probeInst->mIsSkylight)
{
addSkylightProbe(probeInst);
}
else
{
if (probeInst->mProbeShapeType == ProbeInfo::Sphere)
addSphereReflectionProbe(probeInst);
else
addConvexReflectionProbe(probeInst);
}*/
}
//remove
//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
//
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
{
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
const Frustum &frustum = state->getCameraFrustum();
MatrixF invCam(frustum.getTransform());
invCam.inverse();
const Point3F *wsFrustumPoints = frustum.getPoints();
const Point3F& cameraPos = frustum.getPosition();
// Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
// polygon, which is at the far plane.
Point3F cameraOffsetPos = cameraPos;
// Now build the quad for drawing full-screen vector light
// passes.... this is a volatile VB and updates every frame.
FarFrustumQuadVert verts[4];
{
verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
verts[0].texCoord.set(-1.0, 1.0);
verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
verts[1].texCoord.set(1.0, 1.0);
verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
verts[2].texCoord.set(-1.0, -1.0);
verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
verts[3].texCoord.set(1.0, -1.0);
verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
}
mFarFrustumQuadVerts.set(GFX, 4);
dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
mFarFrustumQuadVerts.unlock();
PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
// Parameters calculated, assign them to the materials
ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
if (skylightMat != nullptr && skylightMat->matInstance != nullptr)
{
skylightMat->setViewParameters(frustum.getNearDist(),
frustum.getFarDist(),
frustum.getPosition(),
farPlane,
vsFarPlane);
}
ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
if (reflProbeMat != nullptr && reflProbeMat->matInstance != nullptr)
{
reflProbeMat->setViewParameters(frustum.getNearDist(),
frustum.getFarDist(),
frustum.getPosition(),
farPlane,
vsFarPlane);
}
}
//-----------------------------------------------------------------------------
// render objects
//-----------------------------------------------------------------------------
void RenderProbeMgr::render( SceneRenderState *state )
{
PROFILE_SCOPE(RenderProbeMgr_render);
// Early out if nothing to draw.
if (!ProbeRenderInst::all.size())
return;
if (!ProbeManager::smRenderReflectionProbes)
return;
GFXTransformSaver saver;
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
NamedTexTargetRef sceneColorTargetRef = NamedTexTarget::find("AL_FormatToken");
if (sceneColorTargetRef.isNull())
return;
GFXTextureTargetRef probeLightingTargetRef = GFX->allocRenderToTextureTarget();
if (probeLightingTargetRef.isNull())
return;
//Do a quick pass to update our probes if they're dirty
PROBEMGR->updateDirtyProbes();
probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture(0));
GFX->pushActiveRenderTarget();
GFX->setActiveRenderTarget(probeLightingTargetRef);
GFX->setViewport(sceneColorTargetRef->getViewport());
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
matrixSet.restoreSceneViewProjection();
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
// Set up the SG Data
SceneData sgData;
sgData.init(state);
// Initialize and set the per-frame parameters after getting
// the vector light material as we use lazy creation.
_setupPerFrameParameters(state);
//Order the probes by size, biggest to smallest
//dQsort(ProbeRenderInst::all.address(), ProbeRenderInst::all.size(), sizeof(const ProbeRenderInst*), AscendingReflectProbeInfluence);
//Specular
PROFILE_START(RenderProbeManager_ReflectProbeRender);
ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
{
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
if (!curEntry->mIsEnabled)
continue;
if (curEntry->numPrims == 0)
continue;
if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
continue;
if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
break;
if (curEntry->mIsSkylight)
{
//Setup
MatrixF probeTrans = curEntry->getTransform();
// Set geometry
GFX->setVertexBuffer(curEntry->vertBuffer);
GFX->setPrimitiveBuffer(curEntry->primBuffer);
probeTrans.scale(10); //force it to be big enough to surround the camera
sgData.objTrans = &probeTrans;
skylightMat->setProbeParameters(curEntry, state, worldToCameraXfm);
while (skylightMat->matInstance->setupPass(state, sgData))
{
// Set transforms
matrixSet.setWorld(*sgData.objTrans);
skylightMat->matInstance->setTransforms(matrixSet, state);
skylightMat->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
}
}
}
for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
{
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
if (!curEntry->mIsEnabled)
continue;
if (curEntry->numPrims == 0)
continue;
if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
continue;
if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
break;
//Setup
MatrixF probeTrans = curEntry->getTransform();
if (!curEntry->mIsSkylight)
{
if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
probeTrans.scale(curEntry->mRadius * 1.01f);
sgData.objTrans = &probeTrans;
reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
// Set geometry
GFX->setVertexBuffer(curEntry->vertBuffer);
GFX->setPrimitiveBuffer(curEntry->primBuffer);
while (reflProbeMat->matInstance->setupPass(state, sgData))
{
// Set transforms
matrixSet.setWorld(*sgData.objTrans);
reflProbeMat->matInstance->setTransforms(matrixSet, state);
reflProbeMat->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
}
}
}
GFX->popActiveRenderTarget();
//PROBEMGR->unregisterAllProbes();
PROFILE_END();
GFX->setVertexBuffer(NULL);
GFX->setPrimitiveBuffer(NULL);
// Fire off a signal to let others know that light-bin rendering is ending now
//getRenderSignal().trigger(state, this);
}