mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
239 lines
7.2 KiB
C++
239 lines
7.2 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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#ifndef _ADVANCEDLIGHTBINMANAGER_H_
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#define _ADVANCEDLIGHTBINMANAGER_H_
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#ifndef _TEXTARGETBIN_MGR_H_
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#include "renderInstance/renderTexTargetBinManager.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _LIGHTINFO_H_
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#include "lighting/lightInfo.h"
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#endif
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#ifndef _MATHUTIL_FRUSTUM_H_
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#include "math/util/frustum.h"
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#endif
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#ifndef _MATINSTANCE_H_
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#include "materials/matInstance.h"
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#endif
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#ifndef _SHADOW_COMMON_H_
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#include "lighting/shadowMap/shadowCommon.h"
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#endif
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class AdvancedLightManager;
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class ShadowMapManager;
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class LightShadowMap;
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class AdvancedLightBufferConditioner;
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class LightMapParams;
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class LightMatInstance : public MatInstance
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{
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typedef MatInstance Parent;
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protected:
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MaterialParameterHandle *mLightMapParamsSC;
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bool mInternalPass;
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enum
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{
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DynamicLight = 0,
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StaticLightNonLMGeometry,
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StaticLightLMGeometry,
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NUM_LIT_STATES
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};
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GFXStateBlockRef mLitState[NUM_LIT_STATES];
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public:
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LightMatInstance(Material &mat) : Parent(mat), mLightMapParamsSC(NULL), mInternalPass(false) {}
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virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat );
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virtual bool setupPass( SceneRenderState *state, const SceneData &sgData );
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};
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class AdvancedLightBinManager : public RenderTexTargetBinManager
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{
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typedef RenderTexTargetBinManager Parent;
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public:
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// Light info Render Inst Type
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static const RenderInstType RIT_LightInfo;
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// registered buffer name
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static const String smBufferName;
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/// The shadow filter mode to use on shadowed light materials.
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static ShadowFilterMode smShadowFilterMode;
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/// Used to toggle the PSSM debug rendering mode.
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static bool smPSSMDebugRender;
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/// Set by the SSAO post effect to tell the vector
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/// light to compile in the SSAO mask.
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static bool smUseSSAOMask;
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// Used for console init
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AdvancedLightBinManager( AdvancedLightManager *lm = NULL,
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ShadowMapManager *sm = NULL,
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GFXFormat lightBufferFormat = GFXFormatR8G8B8A8 );
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virtual ~AdvancedLightBinManager();
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// ConsoleObject
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static void consoleInit();
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// RenderBinManager
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virtual void render(SceneRenderState *);
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virtual void clear() {}
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virtual void sort() {}
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// Add a light to the bins
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void addLight( LightInfo *light );
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// Clear all lights from the bins
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void clearAllLights();
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virtual bool setTargetSize(const Point2I &newTargetSize);
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// ConsoleObject interface
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DECLARE_CONOBJECT(AdvancedLightBinManager);
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bool MRTLightmapsDuringDeferred() const { return mMRTLightmapsDuringDeferred; }
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void MRTLightmapsDuringDeferred(bool val);
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typedef Signal<void(SceneRenderState *, AdvancedLightBinManager *)> RenderSignal;
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static RenderSignal &getRenderSignal();
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AdvancedLightManager *getManager() { return mLightManager; }
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protected:
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/// Frees all the currently allocated light materials.
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void _deleteLightMaterials();
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// Track a light material and associated data
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struct LightMaterialInfo
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{
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LightMatInstance *matInstance;
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// { zNear, zFar, 1/zNear, 1/zFar }
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MaterialParameterHandle *zNearFarInvNearFar;
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// Far frustum plane (World Space)
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MaterialParameterHandle *farPlane;
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// Far frustum plane (View Space)
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MaterialParameterHandle *vsFarPlane;
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// -dot( farPlane, eyePos )
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MaterialParameterHandle *negFarPlaneDotEye;
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// Light Parameters
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MaterialParameterHandle *lightPosition;
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MaterialParameterHandle *lightDirection;
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MaterialParameterHandle *lightColor;
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MaterialParameterHandle *lightBrightness;
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MaterialParameterHandle *lightAttenuation;
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MaterialParameterHandle *lightRange;
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MaterialParameterHandle *lightAmbient;
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MaterialParameterHandle *lightTrilight;
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MaterialParameterHandle *lightSpotParams;
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LightMaterialInfo( const String &matName,
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const GFXVertexFormat *vertexFormat,
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const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>() );
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virtual ~LightMaterialInfo();
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void setViewParameters( const F32 zNear,
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const F32 zFar,
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const Point3F &eyePos,
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const PlaneF &farPlane,
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const PlaneF &_vsFarPlane );
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void setLightParameters( const LightInfo *light, const SceneRenderState* renderState, const MatrixF &worldViewOnly );
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};
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protected:
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struct LightBinEntry
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{
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LightInfo* lightInfo;
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LightShadowMap* shadowMap;
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LightShadowMap* dynamicShadowMap;
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LightMaterialInfo* lightMaterial;
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GFXPrimitiveBuffer* primBuffer;
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GFXVertexBuffer* vertBuffer;
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U32 numPrims;
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};
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Vector<LightBinEntry> mLightBin;
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typedef Vector<LightBinEntry>::iterator LightBinIterator;
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bool mMRTLightmapsDuringDeferred;
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/// Used in setupSGData to set the object transform.
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MatrixF mLightMat;
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U32 mNumLightsCulled;
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AdvancedLightManager *mLightManager;
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ShadowMapManager *mShadowManager;
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static const String smLightMatNames[LightInfo::Count];
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static const String smShadowTypeMacro[ShadowType_Count];
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static const GFXVertexFormat* smLightMatVertex[LightInfo::Count];
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typedef CompoundKey3<LightInfo::Type,ShadowType,bool> LightMatKey;
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typedef HashTable<LightMatKey,LightMaterialInfo*> LightMatTable;
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/// The fixed table of light material info.
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LightMatTable mLightMaterials;
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LightMaterialInfo* _getLightMaterial( LightInfo::Type lightType, ShadowType shadowType, bool useCookieTex );
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///
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void _onShadowFilterChanged();
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AdvancedLightBufferConditioner *mConditioner;
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typedef GFXVertexPNTT FarFrustumQuadVert;
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GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
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//void _createMaterials();
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void _setupPerFrameParameters( const SceneRenderState *state );
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void setupSGData( SceneData &data, const SceneRenderState* state, LightInfo *light );
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};
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#endif // _ADVANCEDLIGHTBINMANAGER_H_
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