Torque3D/Engine/source/lighting/lightManager.cpp

494 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/lightManager.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"
Signal<void(const char*,bool)> LightManager::smActivateSignal;
LightManager *LightManager::smActiveLM = NULL;
LightManager::LightManager( const char *name, const char *id )
: mName( name ),
mId( id ),
mIsActive( false ),
mSceneManager( NULL ),
mDefaultLight( NULL ),
mAvailableSLInterfaces( NULL ),
mCullPos( Point3F::Zero )
{
_getLightManagers().insert( mName, this );
dMemset( &mSpecialLights, 0, sizeof( mSpecialLights ) );
}
LightManager::~LightManager()
{
_getLightManagers().erase( mName );
SAFE_DELETE( mAvailableSLInterfaces );
SAFE_DELETE( mDefaultLight );
}
LightManagerMap& LightManager::_getLightManagers()
{
static LightManagerMap lightManagerMap;
return lightManagerMap;
}
LightManager* LightManager::findByName( const char *name )
{
LightManagerMap &lightManagers = _getLightManagers();
LightManagerMap::Iterator iter = lightManagers.find( name );
if ( iter != lightManagers.end() )
return iter->value;
return NULL;
}
void LightManager::getLightManagerNames( String *outString )
{
LightManagerMap &lightManagers = _getLightManagers();
LightManagerMap::Iterator iter = lightManagers.begin();
for ( ; iter != lightManagers.end(); iter++ )
*outString += iter->key + "\t";
// TODO!
//outString->rtrim();
}
LightInfo* LightManager::createLightInfo(LightInfo* light /* = NULL */)
{
LightInfo *outLight = (light != NULL) ? light : new LightInfo;
LightManagerMap &lightManagers = _getLightManagers();
LightManagerMap::Iterator iter = lightManagers.begin();
for ( ; iter != lightManagers.end(); iter++ )
{
LightManager *lm = iter->value;
lm->_addLightInfoEx( outLight );
}
return outLight;
}
void LightManager::initLightFields()
{
LightManagerMap &lightManagers = _getLightManagers();
LightManagerMap::Iterator iter = lightManagers.begin();
for ( ; iter != lightManagers.end(); iter++ )
{
LightManager *lm = iter->value;
lm->_initLightFields();
}
}
IMPLEMENT_GLOBAL_CALLBACK( onLightManagerActivate, 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 LightManager::activate( SceneManager *sceneManager )
{
AssertFatal( sceneManager, "LightManager::activate() - Got null scene manager!" );
AssertFatal( mIsActive == false, "LightManager::activate() - Already activated!" );
AssertFatal( smActiveLM == NULL, "LightManager::activate() - A previous LM is still active!" );
mIsActive = true;
mSceneManager = sceneManager;
smActiveLM = this;
onLightManagerActivate_callback( getName() );
}
IMPLEMENT_GLOBAL_CALLBACK( onLightManagerDeactivate, 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 LightManager::deactivate()
{
AssertFatal( mIsActive == true, "LightManager::deactivate() - Already deactivated!" );
AssertFatal( smActiveLM == this, "LightManager::activate() - This isn't the active light manager!" );
if( Sim::getRootGroup() ) // To protect against shutdown.
onLightManagerDeactivate_callback( getName() );
mIsActive = false;
mSceneManager = NULL;
smActiveLM = NULL;
// Just in case... make sure we're all clear.
unregisterAllLights();
}
LightInfo* LightManager::getDefaultLight()
{
// The sun is always our default light when
// when its registered.
if ( mSpecialLights[ LightManager::slSunLightType ] )
return mSpecialLights[ LightManager::slSunLightType ];
// Else return a dummy special light.
if ( !mDefaultLight )
mDefaultLight = createLightInfo();
return mDefaultLight;
}
LightInfo* LightManager::getSpecialLight( LightManager::SpecialLightTypesEnum type, bool useDefault )
{
if ( mSpecialLights[type] )
return mSpecialLights[type];
if ( useDefault )
return getDefaultLight();
return NULL;
}
void LightManager::setSpecialLight( LightManager::SpecialLightTypesEnum type, LightInfo *light )
{
if ( light && type == slSunLightType )
{
// The sun must be specially positioned and ranged
// so that it can be processed like a point light
// in the stock light shader used by Basic Lighting.
light->setPosition( mCullPos - ( light->getDirection() * 10000.0f ) );
light->setRange( 2000000.0f );
}
mSpecialLights[type] = light;
registerGlobalLight( light, NULL );
}
void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLighting )
{
PROFILE_SCOPE( LightManager_RegisterGlobalLights );
// TODO: We need to work this out...
//
// 1. Why do we register and unregister lights on every
// render when they don't often change... shouldn't we
// just register once and keep them?
//
// 2. If we do culling of lights should this happen as part
// of registration or somewhere else?
//
// Grab the lights to process.
Vector<SceneObject*> activeLights;
const U32 lightMask = LightObjectType;
if ( staticLighting || !frustum )
{
// We're processing static lighting or want all the lights
// in the container registerd... so no culling.
getSceneManager()->getContainer()->findObjectList( lightMask, &activeLights );
}
else
{
// Cull the lights using the frustum.
getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
for (U32 i = 0; i < activeLights.size(); ++i)
{
if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
{
activeLights.erase(i);
--i;
}
}
// Store the culling position for sun placement
// later... see setSpecialLight.
mCullPos = frustum->getPosition();
// HACK: Make sure the control object always gets
// processed as lights mounted to it don't change
// the shape bounds and can often get culled.
GameConnection *conn = GameConnection::getConnectionToServer();
if ( conn->getControlObject() )
{
GameBase *conObject = conn->getControlObject();
activeLights.push_back_unique( conObject );
}
}
// Let the lights register themselves.
for ( U32 i = 0; i < activeLights.size(); i++ )
{
ISceneLight *lightInterface = dynamic_cast<ISceneLight*>( activeLights[i] );
if ( lightInterface )
lightInterface->submitLights( this, staticLighting );
}
}
void LightManager::registerGlobalLight( LightInfo *light, SimObject *obj )
{
AssertFatal( !mRegisteredLights.contains( light ),
"LightManager::registerGlobalLight - This light is already registered!" );
mRegisteredLights.push_back( light );
}
void LightManager::unregisterGlobalLight( LightInfo *light )
{
mRegisteredLights.unregisterLight( light );
// If this is the sun... clear the special light too.
if ( light == mSpecialLights[slSunLightType] )
dMemset( mSpecialLights, 0, sizeof( mSpecialLights ) );
}
void LightManager::registerLocalLight( LightInfo *light )
{
// TODO: What should we do here?
}
void LightManager::unregisterLocalLight( LightInfo *light )
{
// TODO: What should we do here?
}
void LightManager::unregisterAllLights()
{
dMemset( mSpecialLights, 0, sizeof( mSpecialLights ) );
mRegisteredLights.clear();
}
void LightManager::getAllUnsortedLights( Vector<LightInfo*> *list ) const
{
list->merge( mRegisteredLights );
}
void LightManager::_update4LightConsts( const SceneData &sgData,
GFXShaderConstHandle *lightPositionSC,
GFXShaderConstHandle *lightDiffuseSC,
GFXShaderConstHandle *lightAmbientSC,
GFXShaderConstHandle *lightInvRadiusSqSC,
GFXShaderConstHandle *lightSpotDirSC,
GFXShaderConstHandle *lightSpotAngleSC,
GFXShaderConstHandle *lightSpotFalloffSC,
GFXShaderConstBuffer *shaderConsts )
{
PROFILE_SCOPE( LightManager_Update4LightConsts );
// Skip over gathering lights if we don't have to!
if ( lightPositionSC->isValid() ||
lightDiffuseSC->isValid() ||
lightInvRadiusSqSC->isValid() ||
lightSpotDirSC->isValid() ||
lightSpotAngleSC->isValid() ||
lightSpotFalloffSC->isValid() )
{
PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
static Point4F lightInvRadiusSq;
static Point4F lightSpotAngle;
static Point4F lightSpotFalloff;
F32 range;
// Need to clear the buffers so that we don't leak
// lights from previous passes or have NaNs.
dMemset( lightPositions.getBuffer(), 0, lightPositions.getBufferSize() );
dMemset( lightSpotDirs.getBuffer(), 0, lightSpotDirs.getBufferSize() );
dMemset( lightColors.getBuffer(), 0, lightColors.getBufferSize() );
lightInvRadiusSq = Point4F::Zero;
lightSpotAngle.set( -1.0f, -1.0f, -1.0f, -1.0f );
lightSpotFalloff.set( F32_MAX, F32_MAX, F32_MAX, F32_MAX );
// Gather the data for the first 4 lights.
const LightInfo *light;
for ( U32 i=0; i < 4; i++ )
{
light = sgData.lights[i];
if ( !light )
break;
// The light positions and spot directions are
// in SoA order to make optimal use of the GPU.
const Point3F &lightPos = light->getPosition();
lightPositions[0][i] = lightPos.x;
lightPositions[1][i] = lightPos.y;
lightPositions[2][i] = lightPos.z;
const VectorF &lightDir = light->getDirection();
lightSpotDirs[0][i] = lightDir.x;
lightSpotDirs[1][i] = lightDir.y;
lightSpotDirs[2][i] = lightDir.z;
if ( light->getType() == LightInfo::Spot )
{
lightSpotAngle[i] = mCos( mDegToRad( light->getOuterConeAngle() / 2.0f ) );
lightSpotFalloff[i] = 1.0f / getMax( F32_MIN, mCos( mDegToRad( light->getInnerConeAngle() / 2.0f ) ) - lightSpotAngle[i] );
}
// Prescale the light color by the brightness to
// avoid doing this in the shader.
lightColors[i] = Point4F(light->getColor()) * light->getBrightness();
// We need 1 over range^2 here.
range = light->getRange().x;
lightInvRadiusSq[i] = 1.0f / ( range * range );
}
shaderConsts->setSafe( lightPositionSC, lightPositions );
shaderConsts->setSafe( lightDiffuseSC, lightColors );
shaderConsts->setSafe( lightInvRadiusSqSC, lightInvRadiusSq );
shaderConsts->setSafe( lightSpotDirSC, lightSpotDirs );
shaderConsts->setSafe( lightSpotAngleSC, lightSpotAngle );
shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );
}
// Setup the ambient lighting from the first
// light which is the directional light if
// one exists at all in the scene.
if ( lightAmbientSC->isValid() )
shaderConsts->set( lightAmbientSC, sgData.ambientLightColor );
}
AvailableSLInterfaces* LightManager::getSceneLightingInterface()
{
if ( !mAvailableSLInterfaces )
mAvailableSLInterfaces = new AvailableSLInterfaces();
return mAvailableSLInterfaces;
}
bool LightManager::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* LightManager::_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( setLightManager, bool, ( const char *name ),,
"Finds and activates the named light manager.\n"
"@return Returns true if the light manager is found and activated.\n"
"@ingroup Lighting\n" )
{
return gClientSceneGraph->setLightManager( name );
}
DefineEngineFunction( lightScene, bool, ( const char *completeCallbackFn, const char *mode ), ( nullAsType<const char*>(), nullAsType<const char*>() ),
"Will generate static lighting for the scene if supported by the active light manager.\n\n"
"If mode is \"forceAlways\", the lightmaps will be regenerated regardless of whether "
"lighting cache files can be written to. If mode is \"forceWritable\", then the lightmaps "
"will be regenerated only if the lighting cache files can be written.\n"
"@param completeCallbackFn The name of the function to execute when the lighting is complete.\n"
"@param mode One of \"forceAlways\", \"forceWritable\" or \"loadOnly\".\n"
"@return Returns true if the scene lighting process was started.\n"
"@ingroup Lighting\n" )
{
if ( !LIGHTMGR )
return false;
return LIGHTMGR->lightScene( completeCallbackFn, mode );
}
DefineEngineFunction( getLightManagerNames, String, (),,
"Returns a tab seperated list of light manager names.\n"
"@ingroup Lighting\n" )
{
String names;
LightManager::getLightManagerNames( &names );
return names;
}
DefineEngineFunction( getActiveLightManager, const char*, (),,
"Returns the active light manager name.\n"
"@ingroup Lighting\n" )
{
if ( !LIGHTMGR )
return NULL;
return LIGHTMGR->getName();
}
DefineEngineFunction( resetLightManager, 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" )
{
LightManager *lm = LIGHTMGR;
if ( !lm )
return;
SceneManager *sm = lm->getSceneManager();
lm->deactivate();
lm->activate( sm );
}