mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
cliffsnotes: $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default. :levelinfo has a dampness multiplier (0-1) kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
503 lines
16 KiB
C++
503 lines
16 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.
|
|
//-----------------------------------------------------------------------------
|
|
#pragma once
|
|
#ifndef RENDER_PROBE_MGR_H
|
|
#define RENDER_PROBE_MGR_H
|
|
|
|
#ifndef _RENDERBINMANAGER_H_
|
|
#include "renderInstance/renderBinManager.h"
|
|
#endif
|
|
#ifndef _MATINSTANCE_H_
|
|
#include "materials/matInstance.h"
|
|
#endif
|
|
#ifndef _MATTEXTURETARGET_H_
|
|
#include "materials/matTextureTarget.h"
|
|
#endif
|
|
#ifndef _GFXPRIMITIVEBUFFER_H_
|
|
#include "gfx/gfxPrimitiveBuffer.h"
|
|
#endif
|
|
#ifndef _GFXVERTEXBUFFER_H_
|
|
#include "gfx/gfxVertexBuffer.h"
|
|
#endif
|
|
|
|
//#include "core/util/systemInterfaceList.h"
|
|
|
|
#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
|
|
#include "materials/processedShaderMaterial.h"
|
|
#endif
|
|
#ifndef _POSTEFFECTCOMMON_H_
|
|
#include "postFx/postEffectCommon.h"
|
|
#endif
|
|
|
|
#ifndef _REFLECTOR_H_
|
|
#include "scene/reflector.h"
|
|
#endif
|
|
|
|
#ifndef REFLECTIONPROBE_H
|
|
#include "T3D/lighting/reflectionProbe.h"
|
|
#endif
|
|
|
|
class PostEffect;
|
|
class ReflectionProbe;
|
|
|
|
/// <summary>
|
|
/// A simple container for a ReflectionProbe's ProbeInfo and index for it's associated
|
|
/// cubemaps in the cubemap array pair
|
|
/// </summary>
|
|
struct ProbeRenderInst
|
|
{
|
|
ReflectionProbe::ProbeInfo* mProbeInfo;
|
|
|
|
U32 mCubemapIndex;
|
|
|
|
public:
|
|
|
|
ProbeRenderInst();
|
|
~ProbeRenderInst();
|
|
|
|
// Copies data passed in from light
|
|
void set(const ProbeRenderInst *probeInfo);
|
|
};
|
|
|
|
/// <summary>
|
|
/// A container for all the shader consts needed for rendering probes in forward mode
|
|
/// </summary>
|
|
struct ProbeShaderConstants
|
|
{
|
|
bool mInit;
|
|
|
|
GFXShaderRef mShader;
|
|
|
|
//Reflection Probes
|
|
GFXShaderConstHandle *mProbePositionArraySC;
|
|
GFXShaderConstHandle *mProbeRefPosArraySC;
|
|
GFXShaderConstHandle *mRefScaleArraySC;
|
|
GFXShaderConstHandle *mWorldToObjArraySC;
|
|
GFXShaderConstHandle *mProbeConfigDataArraySC;
|
|
GFXShaderConstHandle *mProbeSpecularCubemapArraySC;
|
|
GFXShaderConstHandle *mProbeIrradianceCubemapArraySC;
|
|
GFXShaderConstHandle *mProbeCountSC;
|
|
|
|
GFXShaderConstHandle *mBRDFTextureMap;
|
|
GFXShaderConstHandle* mWetnessTextureMap;
|
|
GFXShaderConstHandle *mSkylightCubemapIdxSC;
|
|
GFXShaderConstHandle* mSkylightDampSC;
|
|
|
|
GFXShaderConstHandle* mMaxProbeDrawDistanceSC;
|
|
|
|
ProbeShaderConstants();
|
|
~ProbeShaderConstants();
|
|
|
|
void init(GFXShader* buffer);
|
|
|
|
bool isValid();
|
|
|
|
void _onShaderReload();
|
|
};
|
|
|
|
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
|
|
|
|
/// <summary>
|
|
/// A container for processed and packed probe data. This is made when we get the frame's
|
|
/// best probes, and is passed to the shader for actual rendering.
|
|
/// </summary>
|
|
struct ProbeDataSet
|
|
{
|
|
Vector<Point4F> probePositionArray;
|
|
Vector<Point4F> refScaleArray;
|
|
Vector<Point4F> probeRefPositionArray;
|
|
Vector<Point4F> probeConfigArray;
|
|
|
|
Vector<MatrixF> probeWorldToObjArray;
|
|
S32 skyLightIdx;
|
|
bool skyLightDamp;
|
|
U32 effectiveProbeCount;
|
|
U32 maxProbeCount;
|
|
|
|
ProbeDataSet()
|
|
{
|
|
probePositionArray.setSize(0);
|
|
refScaleArray.setSize(0);
|
|
probeRefPositionArray.setSize(0);
|
|
probeConfigArray.setSize(0);
|
|
|
|
probeWorldToObjArray.setSize(0);
|
|
skyLightIdx = -1;
|
|
effectiveProbeCount = 0;
|
|
maxProbeCount = 0;
|
|
skyLightDamp = true;
|
|
}
|
|
|
|
ProbeDataSet(U32 _maxProbeCount)
|
|
{
|
|
maxProbeCount = _maxProbeCount;
|
|
|
|
probePositionArray.setSize(maxProbeCount);
|
|
refScaleArray.setSize(maxProbeCount);
|
|
probeRefPositionArray.setSize(maxProbeCount);
|
|
probeConfigArray.setSize(maxProbeCount);
|
|
|
|
probeWorldToObjArray.setSize(maxProbeCount);
|
|
|
|
effectiveProbeCount = 0;
|
|
}
|
|
};
|
|
|
|
//**************************************************************************
|
|
// RenderObjectMgr
|
|
//**************************************************************************
|
|
class RenderProbeMgr : public RenderBinManager
|
|
{
|
|
typedef RenderBinManager Parent;
|
|
|
|
public:
|
|
//maximum number of allowed probes
|
|
static const U32 PROBE_MAX_COUNT = 250;
|
|
//maximum number of rendered probes per frame adjust as needed
|
|
static const U32 PROBE_MAX_FRAME = 8;
|
|
//number of slots to allocate at once in the cubemap array
|
|
static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
|
|
|
|
//These dictate the default resolution size for the probe arrays
|
|
static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
|
|
static const U32 INVALID_CUBE_SLOT = U32_MAX;
|
|
|
|
static F32 smMaxProbeDrawDistance;
|
|
static S32 smMaxProbesPerFrame;
|
|
static S32 smProbeBakeResolution;
|
|
SceneRenderState *mState;
|
|
private:
|
|
/// <summary>
|
|
/// List of registered probes. These are not necessarily rendered in a given frame
|
|
/// but the Probe Manager is aware of them and they have cubemap array slots allocated
|
|
/// </summary>
|
|
Vector<ProbeRenderInst> mRegisteredProbes;
|
|
|
|
/// <summary>
|
|
/// List of active probes. These are ones that are not only registered, but submitted by the probe itself as
|
|
/// ready to be rendered. Likely to be rendered in the current frame, settings-dependent.
|
|
/// </summary>
|
|
Vector<ProbeRenderInst> mActiveProbes;
|
|
|
|
/// <summary>
|
|
/// The PostEffect used to actually rendered the probes into the frame when in deferred mode
|
|
/// </summary>
|
|
SimObjectPtr<PostEffect> mProbeArrayEffect;
|
|
|
|
/// <summary>
|
|
/// Do we have a active skylight probe
|
|
/// </summary>
|
|
bool mHasSkylight;
|
|
|
|
/// <summary>
|
|
/// If we have a skylight, what's the array pair index for it?
|
|
/// </summary>
|
|
S32 mSkylightCubemapIdx;
|
|
bool mSkylightDamp;
|
|
/// <summary>
|
|
/// The 'effective' probe count. This tracks the number of probes that are actually going to be rendered
|
|
/// </summary>
|
|
U32 mEffectiveProbeCount;
|
|
//
|
|
//Array rendering
|
|
|
|
/// <summary>
|
|
/// The number of mips the cubemap array has. Mips are used in the PBR calcs for handling roughness
|
|
/// </summary>
|
|
S32 mMipCount;
|
|
|
|
/// <summary>
|
|
/// The number of cubemaps registered in our array pair
|
|
/// </summary>
|
|
U32 mCubeMapCount;
|
|
|
|
/// <summary>
|
|
/// The number of allocated slots for the array pair. Rather than adding slots one at a time to the arrays
|
|
/// We allocate in chunks so we don't have to resize/rebuild the arrays as often
|
|
/// </summary>
|
|
U32 mCubeSlotCount;
|
|
|
|
/// <summary>
|
|
/// List indicating if a given allocated slot is actually in use.
|
|
/// Due to the editor these may be mixed around as probes are added and deleted
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
bool mCubeMapSlots[PROBE_MAX_COUNT];
|
|
|
|
/// <summary>
|
|
/// The prefilter cubemap array
|
|
/// </summary>
|
|
GFXCubemapArrayHandle mPrefilterArray;
|
|
|
|
/// <summary>
|
|
/// The irradiance cubemap array
|
|
/// </summary>
|
|
GFXCubemapArrayHandle mIrradianceArray;
|
|
|
|
//Utilized in forward rendering
|
|
|
|
/// <summary>
|
|
/// This is used to look up already-made ProbeShaderConsts for a given shader
|
|
/// This allows us to avoid having to rebuild the consts each frame if it's a shader
|
|
/// we've already handled before.
|
|
/// </summary>
|
|
ProbeConstantMap mConstantLookup;
|
|
|
|
/// <summary>
|
|
/// The last shader we rendered(in forward mode). With this, we can shortcut the constant
|
|
/// lookup if the shader being processed and the last one are the same.
|
|
/// </summary>
|
|
GFXShaderRef mLastShader;
|
|
|
|
/// <summary>
|
|
/// THe previous shader constants. When used in conjunction with the mLastShader, we can skip
|
|
/// having to do a lookup to find an existing ProbeShaderConstants, saving overhead on batched
|
|
/// rendering
|
|
/// </summary>
|
|
ProbeShaderConstants* mLastConstants;
|
|
|
|
/// <summary>
|
|
/// The BRDF texture used in PBR math calculations
|
|
/// </summary>
|
|
GFXTexHandle mBRDFTexture;
|
|
GFXTexHandle mWetnessTexture;
|
|
|
|
/// <summary>
|
|
/// Processed best probe selection list of the current frame when rendering in deferred mode.
|
|
/// </summary>
|
|
ProbeDataSet mProbeData;
|
|
|
|
/// <summary>
|
|
/// Allows us the full HDR range on the in-memory cubemap captures
|
|
/// </summary>
|
|
bool mUseHDRCaptures;
|
|
|
|
/// <summary>
|
|
/// holds the normal render state for light fade so we can capture them before and restore them after baking
|
|
/// </summary>
|
|
S32 mRenderMaximumNumOfLights;
|
|
bool mRenderUseLightFade;
|
|
protected:
|
|
/// The current active light manager.
|
|
static RenderProbeMgr* smProbeManager;
|
|
|
|
//=============================================================================
|
|
// Internal Management/Utility Functions
|
|
//=============================================================================
|
|
|
|
/// <summary>
|
|
/// Simple utility function that finds the next free cubemap slot for the cubemap array
|
|
/// </summary>
|
|
/// <returns>U32 index of next available slot</returns>
|
|
U32 _findNextEmptyCubeSlot()
|
|
{
|
|
for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
|
|
{
|
|
if (!mCubeMapSlots[i])
|
|
return i;
|
|
}
|
|
return INVALID_CUBE_SLOT;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Utility function to quickly find a ProbeRenderInst in association to a
|
|
/// ReflectionProbe's ProbeInfo
|
|
/// </summary>
|
|
/// <param name="probeInfo"></param>
|
|
/// <returns>Associated ProbeRederInst to param's probeInfo. Null if no matches found</returns>
|
|
ProbeRenderInst* findProbeInst(ReflectionProbe::ProbeInfo* probeInfo)
|
|
{
|
|
for (U32 i = 0; i < mRegisteredProbes.size(); i++)
|
|
{
|
|
auto asd = mRegisteredProbes[i];
|
|
if (mRegisteredProbes[i].mProbeInfo == probeInfo)
|
|
{
|
|
return &mRegisteredProbes[i];
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
public:
|
|
RenderProbeMgr();
|
|
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
|
|
virtual ~RenderProbeMgr();
|
|
virtual bool onAdd();
|
|
virtual void onRemove();
|
|
|
|
// ConsoleObject
|
|
static void initPersistFields();
|
|
static void consoleInit();
|
|
|
|
virtual void addElement(RenderInst* inst) {};
|
|
DECLARE_CONOBJECT(RenderProbeMgr);
|
|
|
|
/// <summary>
|
|
/// Static flag used to indicate if probes should be rendered at all. Used for debugging
|
|
/// </summary>
|
|
static bool smRenderReflectionProbes;
|
|
|
|
//=============================================================================
|
|
// Utility functions for processing and setting up the probes for rendering
|
|
//=============================================================================
|
|
|
|
/// <summary>
|
|
/// Sorts probes based on their score values. These scores are calculated by the probes themselves based on size, distance from camera, etc
|
|
/// </summary>
|
|
static S32 QSORT_CALLBACK _probeScoreCmp(const ProbeRenderInst* a, const ProbeRenderInst* b);
|
|
|
|
/// <summary>
|
|
/// Builds a dataset of the best probes to be rendered this frame.
|
|
/// </summary>
|
|
/// <param name="objPosition"></param>
|
|
/// <param name="probeDataSet"></param>
|
|
|
|
void getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet);
|
|
|
|
/// <summary>
|
|
/// This function adds a ReflectionProbe to the registered list and also allocates
|
|
/// a slot in the cubemap array pair for its use
|
|
/// </summary>
|
|
/// <param name="probeInfo">The probe info to be registered to the bin</param>
|
|
void registerProbe(ReflectionProbe::ProbeInfo* probeInfo);
|
|
|
|
/// <summary>
|
|
/// This function removes the ReflectionProbe from the registered list, and marks it's cubemap
|
|
/// array slots as unused, allowing them to be freed.
|
|
/// </summary>
|
|
/// <param name="probeInfo">The probe info to be un-registered to the bin</param>
|
|
void unregisterProbe(ReflectionProbe::ProbeInfo* probeInfo);
|
|
|
|
/// <summary>
|
|
/// This function is for registering a ReflectionProbe's probe info
|
|
/// as being rendered in the current frame. This is distinct from
|
|
/// registered probes in that registered probes are any 'real' probe
|
|
/// in the scene, but they may not necessarily render
|
|
/// Active(submmitted) probes are intended to actual be rendered this frame
|
|
/// </summary>
|
|
/// <param name="probe">The ProbeInfo being submitted to be rendered</param>
|
|
void submitProbe(ReflectionProbe::ProbeInfo* probe);
|
|
|
|
/// <summary>
|
|
/// Gets the PostEffect used by the bin for rendering the probe array in deferred
|
|
/// </summary>
|
|
/// <returns>the PostEffect object</returns>
|
|
PostEffect* getProbeArrayEffect();
|
|
U32 getProbeTexSize();
|
|
/// <summary>
|
|
/// Finds the associated cubemap array slot for the incoming ProbeInfo and updates the array's texture(s) from it
|
|
/// </summary>
|
|
/// <param name="probeInfo"></param>
|
|
void updateProbeTexture(ReflectionProbe::ProbeInfo* probeInfo);
|
|
|
|
/// <summary>
|
|
/// Forces an update for all registered probes' cubemaps
|
|
/// </summary>
|
|
void reloadTextures();
|
|
|
|
/// <summary>
|
|
/// Takes a reflection probe and runs the cubemap bake process on it, outputting the resulting files to disk
|
|
/// </summary>
|
|
void bakeProbe(ReflectionProbe* probe);
|
|
void preBake();
|
|
void postBake();
|
|
/// <summary>
|
|
/// Runs the cubemap bake on all probes in the current scene
|
|
/// </summary>
|
|
void bakeProbes();
|
|
|
|
/// <summary>
|
|
/// Returns the active Probe Manager.
|
|
/// </summary>
|
|
static inline RenderProbeMgr* getProbeManager();
|
|
|
|
//=============================================================================
|
|
// Forward Rendering functions
|
|
//=============================================================================
|
|
|
|
/// <summary>
|
|
/// This function returns or builds a ProbeShaderConsts containing needed data for
|
|
/// rendering probes in forward mode
|
|
/// </summary>
|
|
/// <param name="buffer">The GFXShaderConstBuffer used to build or fetch the Probe Consts</param>
|
|
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
|
|
|
|
/// <summary>
|
|
/// Sets up the probe data required for doing a render in forward mode.
|
|
/// </summary>
|
|
virtual void setProbeInfo(ProcessedMaterial* pmat,
|
|
const Material* mat,
|
|
const SceneData& sgData,
|
|
const SceneRenderState* state,
|
|
U32 pass,
|
|
GFXShaderConstBuffer* shaderConsts);
|
|
|
|
/// <summary>
|
|
/// Invoked as part of the setup in preperation to render an object in forward mode. Used to ensure the probes are
|
|
/// sorted ahead of render.
|
|
/// </summary>
|
|
/// <param name="state"></param>
|
|
void setupSGData(SceneData& data, const SceneRenderState* state, LightInfo* light);
|
|
|
|
/// <summary>
|
|
/// Sets up and binds all the shader const data required for rendering probes/IBL for a forward-rendered material.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
void _update4ProbeConsts(const SceneData& sgData,
|
|
MatrixSet& matSet,
|
|
ProbeShaderConstants* probeShaderConsts,
|
|
GFXShaderConstBuffer* shaderConsts);
|
|
|
|
//=============================================================================
|
|
// Deferred Rendering Functions
|
|
//=============================================================================
|
|
|
|
/// <summary>
|
|
/// Ensures the probes are properly sorted before we render them in deferred mode
|
|
/// </summary>
|
|
void _setupPerFrameParameters(const SceneRenderState *state);
|
|
|
|
/// <summary>
|
|
/// Renders the sorted probes list via a PostEffect to draw them into the buffer data in deferred mode.
|
|
/// </summary>
|
|
virtual void render(SceneRenderState * state);
|
|
|
|
virtual void clear() { mActiveProbes.clear(); Parent::clear(); }
|
|
};
|
|
|
|
RenderProbeMgr* RenderProbeMgr::getProbeManager()
|
|
{
|
|
if (smProbeManager == nullptr)
|
|
{
|
|
RenderProbeMgr* probeManager = new RenderProbeMgr();
|
|
|
|
smProbeManager = probeManager;
|
|
}
|
|
|
|
return smProbeManager;
|
|
}
|
|
|
|
#define PROBEMGR RenderProbeMgr::getProbeManager()
|
|
|
|
#endif // RENDER_PROBE_MGR_H
|