Torque3D/Engine/source/lighting/probeManager.h
Areloch b19a4b22c8 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00

334 lines
9.8 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.
//-----------------------------------------------------------------------------
#ifndef PROBEMANAGER_H
#define PROBEMANAGER_H
#ifndef _TORQUE_STRING_H_
#include "core/util/str.h"
#endif
#ifndef _TSIGNAL_H_
#include "core/util/tSignal.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _LIGHTQUERY_H_
#include "lighting/lightQuery.h"
#endif
#ifndef _MATRIXSET_H_
#include "math/util/matrixSet.h"
#endif
#ifndef _CUBEMAPDATA_H_
#include "gfx/sim/cubemapData.h"
#endif
class SimObject;
class ProbeManager;
class Material;
class ProcessedMaterial;
class SceneManager;
struct SceneData;
class Point3F;
class AvailableSLInterfaces;
class SceneObject;
class GFXShaderConstBuffer;
class GFXShaderConstHandle;
class ShaderConstHandles;
class SceneRenderState;
class RenderDeferredMgr;
class Frustum;
struct ProbeInfo
{
LinearColorF mAmbient;
MatrixF mTransform;
F32 mRadius;
F32 mIntensity;
Box3F mBounds;
GFXCubemapHandle *mCubemap;
GFXCubemapHandle *mIrradianceCubemap;
GFXTexHandle *mBRDFTexture;
/// 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;
/// Whether to render debugging visualizations
/// for this light.
bool mDebugRender;
//GFXPrimitiveBufferHandle primBuffer;
//GFXVertexBufferHandle<GFXVertexPC> vertBuffer;
U32 numPrims;
U32 numVerts;
Vector< U32 > numIndicesForPoly;
enum ProbeShapeType
{
Sphere = 0, ///< Sphere shaped
Box = 1, ///< Box-based shape
};
ProbeShapeType mProbeShapeType;
//Spherical Harmonics data
LinearColorF mSHTerms[9];
F32 mSHConstants[5];
public:
ProbeInfo();
~ProbeInfo();
// Copies data passed in from another probe
void set(const ProbeInfo *probe);
// Accessors
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF &xfm) { mTransform = xfm; }
Point3F getPosition() const { return mTransform.getPosition(); }
void setPosition(const Point3F &pos) { mTransform.setPosition(pos); }
VectorF getDirection() const { return mTransform.getForwardVector(); }
void setDirection(const VectorF &val);
const LinearColorF& getAmbient() const { return mAmbient; }
void setAmbient(const LinearColorF &val) { mAmbient = val; }
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void setScore(F32 score) { mScore = score; }
F32 getScore() const { return mScore; }
bool isDebugRenderingEnabled() const { return mDebugRender; }
void enableDebugRendering(bool value) { mDebugRender = value; }
// Builds the world to light view projection used for
// shadow texture and cookie lookups.
void getWorldToLightProj(MatrixF *outMatrix) const;
void clear();
};
class ProbeInfoList : public Vector<ProbeInfo*>
{
public:
void registerProbe(ProbeInfo *probe);
void unregisterProbe(ProbeInfo *probe);
};
struct ProbeShaderConstants
{
bool mInit;
GFXShaderRef mShader;
GFXShaderConstHandle* mProbeParamsSC;
//Reflection Probes
GFXShaderConstHandle *mProbePositionSC;
GFXShaderConstHandle *mProbeRadiusSC;
GFXShaderConstHandle *mProbeBoxMinSC;
GFXShaderConstHandle *mProbeBoxMaxSC;
GFXShaderConstHandle *mProbeIsSphereSC;
GFXShaderConstHandle *mProbeLocalPosSC;
GFXShaderConstHandle *mProbeCubemapSC;
ProbeShaderConstants();
~ProbeShaderConstants();
void init(GFXShader* buffer);
void _onShaderReload();
};
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
class ProbeManager
{
public:
enum SpecialProbeTypesEnum
{
SkylightProbeType,
SpecialProbeTypesCount
};
ProbeManager();
~ProbeManager();
///
static void initProbeFields();
///
static ProbeInfo* createProbeInfo(ProbeInfo* light = NULL);
/// The light manager activation signal.
static Signal<void(const char*,bool)> smActivateSignal;
/// Returns the active LM.
static inline ProbeManager* getProbeManager();
// Returns the scene manager passed at activation.
SceneManager* getSceneManager() { return mSceneManager; }
// Called when the lighting manager should become active
virtual void activate( SceneManager *sceneManager );
// Called when we don't want the light manager active (should clean up)
virtual void deactivate();
// Returns the active scene lighting interface for this light manager.
virtual AvailableSLInterfaces* getSceneLightingInterface();
// Returns a "default" light info that callers should not free. Used for instances where we don't actually care about
// the light (for example, setting default data for SceneData)
virtual ProbeInfo* getDefaultLight();
/// Returns the special light or the default light if useDefault is true.
/// @see getDefaultLight
virtual ProbeInfo* getSpecialProbe(SpecialProbeTypesEnum type,
bool useDefault = true );
/// Set a special light type.
virtual void setSpecialProbe(SpecialProbeTypesEnum type, ProbeInfo *light );
void registerSkylight(ProbeInfo *probe, SimObject *obj);
// registered before scene traversal...
virtual void registerProbe(ProbeInfo *light, SimObject *obj );
virtual void unregisterProbe(ProbeInfo *light );
virtual void registerProbes( const Frustum *frustum, bool staticlighting );
virtual void unregisterAllProbes();
/// Returns all unsorted and un-scored lights (both global and local).
void getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const;
/// Sets shader constants / textures for light infos
virtual void setProbeInfo( ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts );
/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
virtual bool setTextureStage( const SceneData &sgData,
const U32 currTexFlag,
const U32 textureSlot,
GFXShaderConstBuffer *shaderConsts,
ShaderConstHandles *handles );
protected:
/// The current active light manager.
static ProbeManager *smProbeManager;
/// Find the pre-pass render bin on the scene's default render pass.
RenderDeferredMgr* _findDeferredRenderBin();
public:
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
protected:
/// This helper function sets the shader constansts
/// for the stock 4 light forward lighting code.
void _update4ProbeConsts( const SceneData &sgData,
MatrixSet &matSet,
GFXShaderConstHandle *probePositionSC,
GFXShaderConstHandle *probeRadiusSC,
GFXShaderConstHandle *probeBoxMinSC,
GFXShaderConstHandle *probeBoxMaxSC,
GFXShaderConstHandle *probeCubemapSC,
GFXShaderConstHandle *probeIsSphereSC,
GFXShaderConstHandle *probeLocalPosSC,
GFXShaderConstBuffer *shaderConsts );
/// A dummy default light used when no lights
/// happen to be registered with the manager.
ProbeInfo *mDefaultProbe;
/// The list of global registered lights which is
/// initialized before the scene is rendered.
ProbeInfoList mRegisteredProbes;
ProbeInfo* mSkylight;
/// The registered special light list.
ProbeInfo *mSpecialProbes[SpecialProbeTypesCount];
/// The root culling position used for
/// special sun light placement.
/// @see setSpecialLight
Point3F mCullPos;
///
//virtual void _initLightFields();
/// The scene graph the light manager is associated with.
SceneManager *mSceneManager;
ProbeConstantMap mConstantLookup;
GFXShaderRef mLastShader;
ProbeShaderConstants* mLastConstants;
};
ProbeManager* ProbeManager::getProbeManager()
{
if (smProbeManager == nullptr)
{
ProbeManager* probeManager = new ProbeManager();
if (gClientSceneGraph != nullptr)
{
probeManager->activate(gClientSceneGraph);
}
else
{
delete probeManager;
}
}
return smProbeManager;
}
/// Returns the current active light manager.
#define PROBEMGR ProbeManager::getProbeManager()
#endif // PROBEMANAGER_H