Torque3D/Engine/source/renderInstance/renderProbeMgr.h
2019-07-08 09:49:44 -05:00

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8.6 KiB
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//-----------------------------------------------------------------------------
// 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
static U32 MAXPROBECOUNT = 50;
class PostEffect;
class ReflectionProbe;
struct ProbeRenderInst
{
bool mIsEnabled;
MatrixF mTransform;
F32 mRadius;
bool mDirty;
Box3F mBounds;
Point3F mExtents;
Point3F mPosition;
Point3F mProbeRefOffset;
Point3F mProbeRefScale;
F32 mAtten;
GFXCubemapHandle mPrefilterCubemap;
GFXCubemapHandle mIrradianceCubemap;
/// The priority of this light used for
/// light and shadow scoring.
F32 mPriority;
/// A temporary which holds the score used
/// when prioritizing lights for rendering.
F32 mScore;
bool mIsSkylight;
enum ProbeShapeType
{
Box = 0, ///< Sphere shaped
Sphere = 1, ///< Box-based shape
Skylight = 2
};
ProbeShapeType mProbeShapeType;
U32 mCubemapIndex;
U32 mProbeIdx;
public:
ProbeRenderInst();
~ProbeRenderInst();
// Copies data passed in from light
void set(const ProbeRenderInst *probeInfo);
// Accessors
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF &xfm) { mTransform = xfm; }
Point3F getPosition() const { return mPosition; }
void setPosition(const Point3F &pos) { mPosition = pos; }
VectorF getDirection() const { return mTransform.getForwardVector(); }
void setDirection(const VectorF &val);
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void setScore(F32 score) { mScore = score; }
F32 getScore() const { return mScore; }
void clear();
inline bool ProbeRenderInst::operator ==(const ProbeRenderInst& b) const
{
return mProbeIdx == b.mProbeIdx;
}
};
struct ProbeShaderConstants
{
bool mInit;
GFXShaderRef mShader;
//Reflection Probes
GFXShaderConstHandle *mProbePositionSC;
GFXShaderConstHandle *mProbeRefPosSC;
GFXShaderConstHandle *mRefBoxMinSC;
GFXShaderConstHandle *mRefBoxMaxSC;
GFXShaderConstHandle *mWorldToObjArraySC;
GFXShaderConstHandle *mProbeConfigDataSC;
GFXShaderConstHandle *mProbeSpecularCubemapSC;
GFXShaderConstHandle *mProbeIrradianceCubemapSC;
GFXShaderConstHandle *mProbeCountSC;
GFXShaderConstHandle *mBRDFTextureMap;
GFXShaderConstHandle *mSkylightCubemapIdxSC;
ProbeShaderConstants();
~ProbeShaderConstants();
void init(GFXShader* buffer);
bool isValid();
void _onShaderReload();
};
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
//**************************************************************************
// RenderObjectMgr
//**************************************************************************
class RenderProbeMgr : public RenderBinManager
{
typedef RenderBinManager Parent;
Vector<ProbeRenderInst> mRegisteredProbes;
bool mProbesDirty;
//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;
static const U32 PROBE_IRRAD_SIZE = 64;
static const U32 PROBE_PREFILTER_SIZE = 64;
static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
static const U32 INVALID_CUBE_SLOT = U32_MAX;
//Array rendering
U32 mEffectiveProbeCount;
S32 mMipCount;
Vector<Point4F> probePositionsData;
Vector<Point4F> probeRefPositionsData;
Vector<MatrixF> probeWorldToObjData;
Vector<Point4F> refBoxMinData;
Vector<Point4F> refBoxMaxData;
Vector<Point4F> probeConfigData;
bool mHasSkylight;
S32 mSkylightCubemapIdx;
AlignedArray<Point4F> mProbePositions;
AlignedArray<Point4F> mRefBoxMin;
AlignedArray<Point4F> mRefBoxMax;
AlignedArray<float> mProbeUseSphereMode;
AlignedArray<float> mProbeRadius;
AlignedArray<float> mProbeAttenuation;
//number of cubemaps
U32 mCubeMapCount;
//number of cubemap slots allocated
U32 mCubeSlotCount;
//array of cubemap slots, due to the editor these may be mixed around as probes are added and deleted
bool mCubeMapSlots[PROBE_MAX_COUNT];
GFXCubemapArrayHandle mPrefilterArray;
GFXCubemapArrayHandle mIrradianceArray;
//Utilized in forward rendering
ProbeConstantMap mConstantLookup;
GFXShaderRef mLastShader;
ProbeShaderConstants* mLastConstants;
//
SimObjectPtr<PostEffect> mProbeArrayEffect;
//Default skylight, used for shape editors, etc
ProbeRenderInst* mDefaultSkyLight;
GFXTexHandle mBRDFTexture;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
virtual ~RenderProbeMgr();
virtual bool onAdd();
virtual void onRemove();
// ConsoleObject
static void initPersistFields();
DECLARE_CONOBJECT(RenderProbeMgr);
protected:
/// The current active light manager.
static RenderProbeMgr *smProbeManager;
/// This helper function sets the shader constansts
/// for the stock 4 light forward lighting code.
void _update4ProbeConsts(const SceneData &sgData,
MatrixSet &matSet,
ProbeShaderConstants *probeShaderConsts,
GFXShaderConstBuffer *shaderConsts);
void _setupStaticParameters();
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
virtual void render(SceneRenderState * state);
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
PostEffect* getProbeArrayEffect();
U32 _findNextEmptyCubeSlot()
{
for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
{
if (!mCubeMapSlots[i])
return i;
}
return INVALID_CUBE_SLOT;
}
public:
// RenderBinMgr
void updateProbes();
/// Returns the active LM.
static inline RenderProbeMgr* getProbeManager();
ProbeRenderInst* registerProbe();
void unregisterProbe(U32 probeIdx);
virtual void setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts);
void updateProbeTexture(ProbeRenderInst* probeInfo);
/// Debug rendering
static bool smRenderReflectionProbes;
void bakeProbe(ReflectionProbe *probeInfo);
void bakeProbes();
};
RenderProbeMgr* RenderProbeMgr::getProbeManager()
{
if (smProbeManager == nullptr)
{
RenderProbeMgr* probeManager = new RenderProbeMgr();
smProbeManager = probeManager;
}
return smProbeManager;
}
#define PROBEMGR RenderProbeMgr::getProbeManager()
#endif // RENDER_PROBE_MGR_H