mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Reorg'd probe init to flow better and be more robust on load Cleaned up various parts of the probe render manager to be more stable Fixed issue with crash on release due to numProbe in loops being 0 Updated glsl probe array shader Beginning of rework of editor settings Beginning of conversion of asset import config to similar system as editor settings
969 lines
33 KiB
C++
969 lines
33 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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#include "renderProbeMgr.h"
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#include "console/consoleTypes.h"
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#include "scene/sceneObject.h"
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#include "materials/materialManager.h"
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#include "scene/sceneRenderState.h"
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#include "math/util/sphereMesh.h"
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#include "math/util/matrixSet.h"
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#include "materials/processedMaterial.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "math/mPolyhedron.impl.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDebugEvent.h"
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#include "shaderGen/shaderGenVars.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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#include "postFx/postEffect.h"
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#include "T3D/lighting/reflectionProbe.h"
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#include "T3D/lighting/IBLUtilities.h"
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//For our cameraQuery setup
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#include "T3D/gameTSCtrl.h"
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#define TORQUE_GFX_VISUAL_DEBUG //renderdoc debugging
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IMPLEMENT_CONOBJECT(RenderProbeMgr);
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ConsoleDocClass( RenderProbeMgr,
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"@brief A render bin which uses object callbacks for rendering.\n\n"
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"This render bin gathers object render instances and calls its delegate "
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"method to perform rendering. It is used infrequently for specialized "
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"scene objects which perform custom rendering.\n\n"
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"@ingroup RenderBin\n" );
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RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL;
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bool RenderProbeMgr::smRenderReflectionProbes = true;
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S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
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{
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// Debug Profiling.
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PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
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// Fetch asset definitions.
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const ProbeRenderInst* pReflectProbeA = (*(ProbeRenderInst**)a);
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const ProbeRenderInst* pReflectProbeB = (*(ProbeRenderInst**)b);
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//sort by score
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return pReflectProbeA->mScore - pReflectProbeB->mScore;
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}
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//
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//
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ProbeRenderInst::ProbeRenderInst() :
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mIsEnabled(true),
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mTransform(true),
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mDirty(false),
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mPriority(1.0f),
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mScore(0.0f),
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mPrefilterCubemap(NULL),
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mIrradianceCubemap(NULL),
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mRadius(1.0f),
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mProbeRefOffset(0, 0, 0),
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mProbeRefScale(1,1,1),
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mAtten(0.0),
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mCubemapIndex(0),
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mIsSkylight(false),
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mProbeIdx(0),
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mProbeShapeType(Box)
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{
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}
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ProbeRenderInst::~ProbeRenderInst()
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{
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if (mPrefilterCubemap && mPrefilterCubemap.isValid())
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{
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mPrefilterCubemap.free();
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}
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if (mIrradianceCubemap && mIrradianceCubemap.isValid())
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{
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mIrradianceCubemap.free();
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}
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}
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void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
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{
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mTransform = probeInfo->mTransform;
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mPrefilterCubemap = probeInfo->mPrefilterCubemap;
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mIrradianceCubemap = probeInfo->mIrradianceCubemap;
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mRadius = probeInfo->mRadius;
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mProbeShapeType = probeInfo->mProbeShapeType;
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mBounds = probeInfo->mBounds;
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mIsSkylight = probeInfo->mIsSkylight;
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mScore = probeInfo->mScore;
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mAtten = probeInfo->mAtten;
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}
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//
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//
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ProbeShaderConstants::ProbeShaderConstants()
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: mInit(false),
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mShader(NULL),
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mProbePositionSC(NULL),
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mProbeRefPosSC(NULL),
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mProbeBoxMinSC(NULL),
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mProbeBoxMaxSC(NULL),
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mProbeConfigDataSC(NULL),
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mProbeSpecularCubemapSC(NULL),
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mProbeIrradianceCubemapSC(NULL),
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mProbeCountSC(NULL),
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mBRDFTextureMap(NULL),
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mSkylightSpecularMap(NULL),
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mSkylightIrradMap(NULL),
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mHasSkylight(NULL),
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mWorldToObjArraySC(NULL)
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{
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}
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ProbeShaderConstants::~ProbeShaderConstants()
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{
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if (mShader.isValid())
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{
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mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
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mShader = NULL;
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}
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}
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void ProbeShaderConstants::init(GFXShader* shader)
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{
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if (mShader.getPointer() != shader)
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{
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if (mShader.isValid())
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mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
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mShader = shader;
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mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
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}
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//Reflection Probes
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mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
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mProbeRefPosSC = shader->getShaderConstHandle(ShaderGenVars::probeRefPos);
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mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
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mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
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mWorldToObjArraySC = shader->getShaderConstHandle(ShaderGenVars::worldToObjArray);
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mProbeConfigDataSC = shader->getShaderConstHandle(ShaderGenVars::probeConfigData);
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mProbeSpecularCubemapSC = shader->getShaderConstHandle(ShaderGenVars::specularCubemapAR);
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mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR);
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mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
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mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap);
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mSkylightSpecularMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap);
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mSkylightIrradMap = shader->getShaderConstHandle(ShaderGenVars::skylightIrradMap);
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mHasSkylight = shader->getShaderConstHandle(ShaderGenVars::hasSkylight);
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mInit = true;
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}
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bool ProbeShaderConstants::isValid()
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{
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if (mProbePositionSC->isValid() ||
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mProbeConfigDataSC->isValid() ||
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mProbeBoxMinSC->isValid() ||
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mProbeBoxMaxSC->isValid() ||
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mProbeSpecularCubemapSC->isValid() ||
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mProbeIrradianceCubemapSC->isValid())
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return true;
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return false;
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}
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void ProbeShaderConstants::_onShaderReload()
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{
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if (mShader.isValid())
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init(mShader);
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}
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//
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//
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RenderProbeMgr::RenderProbeMgr()
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: RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f),
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mLastShader(nullptr),
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mLastConstants(nullptr),
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mProbesDirty(false),
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mHasSkylight(false),
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mSkylightCubemapIdx(-1),
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mCubeMapCount(0),
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mDefaultSkyLight(nullptr)
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{
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mEffectiveProbeCount = 0;
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mMipCount = 0;
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mProbeArrayEffect = nullptr;
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smProbeManager = this;
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mCubeMapCount = 0;
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for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
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{
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mCubeMapSlots[i] = false;
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}
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}
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RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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: RenderBinManager(riType, renderOrder, processAddOrder)
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{
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}
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RenderProbeMgr::~RenderProbeMgr()
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{
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mLastShader = NULL;
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mLastConstants = NULL;
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for (ProbeConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
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{
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if (i->value)
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SAFE_DELETE(i->value);
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}
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mConstantLookup.clear();
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}
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bool RenderProbeMgr::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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mIrradianceArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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mPrefilterArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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//pre-allocate a few slots
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mIrradianceArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT);
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mPrefilterArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT);
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mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE;
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//create our own default default skylight
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mDefaultSkyLight = new ProbeRenderInst;
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mDefaultSkyLight->mProbeShapeType = ProbeRenderInst::Skylight;
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mDefaultSkyLight->mIsEnabled = false;
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String defaultIrradMapPath = GFXTextureManager::getDefaultIrradianceCubemapPath();
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if (!mDefaultSkyLight->mIrradianceCubemap.set(defaultIrradMapPath))
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{
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Con::errorf("RenderProbeMgr::onAdd: Failed to load default irradiance cubemap");
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return false;
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}
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String defaultPrefilterPath = GFXTextureManager::getDefaultPrefilterCubemapPath();
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if (!mDefaultSkyLight->mPrefilterCubemap.set(defaultPrefilterPath))
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{
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Con::errorf("RenderProbeMgr::onAdd: Failed to load default prefilter cubemap");
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return false;
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}
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String brdfTexturePath = GFXTextureManager::getBRDFTexturePath();
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if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentSRGBProfile, "BRDFTexture"))
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{
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Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture");
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return false;
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}
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return true;
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}
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void RenderProbeMgr::onRemove()
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{
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Parent::onRemove();
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}
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void RenderProbeMgr::initPersistFields()
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{
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Parent::initPersistFields();
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}
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void RenderProbeMgr::addElement(RenderInst *inst)
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{
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// If this instance is translucent handle it in RenderTranslucentMgr
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//if (inst->translucentSort)
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return;
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//AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?");
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/*internalAddElement(inst);
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ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
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if (probeInst->mIsSkylight)
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{
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addSkylightProbe(probeInst);
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}
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else
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{
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if (probeInst->mProbeShapeType == ProbeInfo::Sphere)
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addSphereReflectionProbe(probeInst);
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else
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addConvexReflectionProbe(probeInst);
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}*/
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}
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ProbeRenderInst* RenderProbeMgr::registerProbe()
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{
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ProbeRenderInst newProbe;
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mRegisteredProbes.push_back(newProbe);
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newProbe.mProbeIdx = mRegisteredProbes.size();
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const U32 cubeIndex = _findNextEmptyCubeSlot();
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if (cubeIndex == INVALID_CUBE_SLOT)
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{
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Con::warnf("RenderProbeMgr::addProbe: Invalid cubemap slot.");
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return nullptr;
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}
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//check if we need to resize the cubemap array
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if (cubeIndex >= mCubeSlotCount)
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{
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//alloc temp array handles
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GFXCubemapArrayHandle irr = GFXCubemapArrayHandle(GFX->createCubemapArray());
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GFXCubemapArrayHandle prefilter = GFXCubemapArrayHandle(GFX->createCubemapArray());
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irr->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT);
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prefilter->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT);
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mIrradianceArray->copyTo(irr);
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mPrefilterArray->copyTo(prefilter);
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//assign the temp handles to the new ones, this will destroy the old ones as well
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mIrradianceArray = irr;
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mPrefilterArray = prefilter;
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mCubeSlotCount += PROBE_ARRAY_SLOT_BUFFER_SIZE;
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}
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newProbe.mCubemapIndex = cubeIndex;
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//mark cubemap slot as taken
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mCubeMapSlots[cubeIndex] = true;
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mCubeMapCount++;
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Con::warnf("RenderProbeMgr::registerProbe: Registered probe %u to cubeIndex %u", newProbe.mProbeIdx, cubeIndex);
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mProbesDirty = true;
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return &mRegisteredProbes.last();
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}
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void RenderProbeMgr::unregisterProbe(U32 probeIdx)
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{
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//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
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if (probeIdx >= mRegisteredProbes.size())
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return;
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if (mRegisteredProbes[probeIdx].mCubemapIndex == INVALID_CUBE_SLOT)
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return;
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//mark cubemap slot as available now
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mCubeMapSlots[mRegisteredProbes[probeIdx].mCubemapIndex] = false;
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mCubeMapCount--;
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mRegisteredProbes.erase(probeIdx);
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//rebuild our probe data
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mProbesDirty = true;
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}
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//
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//
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PostEffect* RenderProbeMgr::getProbeArrayEffect()
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{
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if (!mProbeArrayEffect)
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{
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mProbeArrayEffect = dynamic_cast<PostEffect*>(Sim::findObject("reflectionProbeArrayPostFX"));
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if (!mProbeArrayEffect)
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return nullptr;
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}
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return mProbeArrayEffect;
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}
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//remove
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//Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
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//Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
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//
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void RenderProbeMgr::updateProbes()
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{
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mProbesDirty = true;
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}
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void RenderProbeMgr::_setupStaticParameters()
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{
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//Array rendering
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U32 probeCount = mRegisteredProbes.size();
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mEffectiveProbeCount = 0;
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mMipCount = 1;
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mHasSkylight = false;
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mSkylightCubemapIdx = -1;
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if (probePositionsData.size() != MAXPROBECOUNT)
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{
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probePositionsData.setSize(MAXPROBECOUNT);
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probeRefPositionsData.setSize(MAXPROBECOUNT);
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probeWorldToObjData.setSize(MAXPROBECOUNT);
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probeBBMinData.setSize(MAXPROBECOUNT);
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probeBBMaxData.setSize(MAXPROBECOUNT);
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probeConfigData.setSize(MAXPROBECOUNT);
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}
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probePositionsData.fill(Point4F::Zero);
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probeRefPositionsData.fill(Point4F::Zero);
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probeWorldToObjData.fill(MatrixF::Identity);
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probeBBMinData.fill(Point4F::Zero);
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probeBBMaxData.fill(Point4F::Zero);
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probeConfigData.fill(Point4F(-1,0,0,0));
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for (U32 i = 0; i < probeCount; i++)
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{
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if (mEffectiveProbeCount >= MAXPROBECOUNT)
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break;
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const ProbeRenderInst& curEntry = mRegisteredProbes[i];
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if (!curEntry.mIsEnabled)
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continue;
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U32 mips = mRegisteredProbes[i].mPrefilterCubemap.getPointer()->getMipMapLevels();
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mMipCount = mips != 0 && mips >= mMipCount ? mips : 0;
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if (curEntry.mIsSkylight)
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{
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mSkylightCubemapIdx = curEntry.mCubemapIndex;
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continue;
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}
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//Setup
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Point3F probePos = curEntry.getPosition();
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Point3F refPos = curEntry.getPosition() +curEntry.mProbeRefOffset;
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probePositionsData[mEffectiveProbeCount] = Point4F(probePos.x, probePos.y, probePos.z,0);
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probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0);
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probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
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Point3F bbMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
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Point3F bbMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
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probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
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probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);
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probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
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curEntry.mRadius,
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curEntry.mAtten,
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curEntry.mCubemapIndex);
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mEffectiveProbeCount++;
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}
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mProbesDirty = false;
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}
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void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probeInfo)
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{
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if (probeInfo->mIrradianceCubemap.isNull() || !probeInfo->mIrradianceCubemap->isInitialized())
|
|
{
|
|
Con::errorf("RenderProbeMgr::updateProbeTexture() - tried to update a probe's texture with an invalid or uninitialized irradiance map!");
|
|
return;
|
|
}
|
|
|
|
if (probeInfo->mPrefilterCubemap.isNull() || !probeInfo->mPrefilterCubemap->isInitialized())
|
|
{
|
|
Con::errorf("RenderProbeMgr::updateProbeTexture() - tried to update a probe's texture with an invalid or uninitialized specular map!");
|
|
return;
|
|
}
|
|
|
|
const U32 cubeIndex = probeInfo->mCubemapIndex;
|
|
mIrradianceArray->updateTexture(probeInfo->mIrradianceCubemap, cubeIndex);
|
|
mPrefilterArray->updateTexture(probeInfo->mPrefilterCubemap, cubeIndex);
|
|
|
|
Con::warnf("UpdatedProbeTexture - probeIdx: %u on cubeIndex %u, Irrad validity: %d, Prefilter validity: %d", probeInfo->mProbeIdx, cubeIndex,
|
|
probeInfo->mIrradianceCubemap->isInitialized(), probeInfo->mPrefilterCubemap->isInitialized());
|
|
}
|
|
|
|
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
|
|
{
|
|
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
|
|
}
|
|
|
|
ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
|
|
{
|
|
if (!buffer)
|
|
return NULL;
|
|
|
|
PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
|
|
|
|
GFXShader* shader = buffer->getShader();
|
|
|
|
// Check to see if this is the same shader, we'll get hit repeatedly by
|
|
// the same one due to the render bin loops.
|
|
if (mLastShader.getPointer() != shader)
|
|
{
|
|
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
|
|
if (iter != mConstantLookup.end())
|
|
{
|
|
mLastConstants = iter->value;
|
|
}
|
|
else
|
|
{
|
|
ProbeShaderConstants* psc = new ProbeShaderConstants();
|
|
mConstantLookup[shader] = psc;
|
|
|
|
mLastConstants = psc;
|
|
}
|
|
|
|
// Set our new shader
|
|
mLastShader = shader;
|
|
}
|
|
|
|
// Make sure that our current lighting constants are initialized
|
|
if (mLastConstants && !mLastConstants->mInit)
|
|
mLastConstants->init(shader);
|
|
|
|
return mLastConstants;
|
|
}
|
|
|
|
void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
|
|
MatrixSet &matSet,
|
|
ProbeShaderConstants *probeShaderConsts,
|
|
GFXShaderConstBuffer *shaderConsts)
|
|
{
|
|
return;
|
|
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
|
|
|
|
// Skip over gathering lights if we don't have to!
|
|
if (probeShaderConsts->isValid())
|
|
{
|
|
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
|
|
|
|
const U32 MAX_FORWARD_PROBES = 4;
|
|
|
|
static AlignedArray<Point4F> probePositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
static AlignedArray<Point4F> probeBoxMinArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
static AlignedArray<Point4F> probeBoxMaxArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
static AlignedArray<Point4F> probeRefPositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
static AlignedArray<Point4F> probeConfigArray(MAX_FORWARD_PROBES, sizeof(Point4F));
|
|
|
|
Vector<MatrixF> probeWorldToObjArray;
|
|
probeWorldToObjArray.setSize(MAX_FORWARD_PROBES);
|
|
//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
|
|
//F32 range;
|
|
|
|
// Need to clear the buffers so that we don't leak
|
|
// lights from previous passes or have NaNs.
|
|
dMemset(probePositionArray.getBuffer(), 0, probePositionArray.getBufferSize());
|
|
dMemset(probeBoxMinArray.getBuffer(), 0, probeBoxMinArray.getBufferSize());
|
|
dMemset(probeBoxMaxArray.getBuffer(), 0, probeBoxMaxArray.getBufferSize());
|
|
dMemset(probeRefPositionArray.getBuffer(), 0, probeRefPositionArray.getBufferSize());
|
|
dMemset(probeConfigArray.getBuffer(), 0, probeConfigArray.getBufferSize());
|
|
|
|
matSet.restoreSceneViewProjection();
|
|
|
|
//Array rendering
|
|
U32 probeCount = mRegisteredProbes.size();
|
|
|
|
S8 bestPickProbes[4] = { -1,-1,-1,-1 };
|
|
|
|
U32 effectiveProbeCount = 0;
|
|
for (U32 i = 0; i < probeCount; i++)
|
|
{
|
|
//if (effectiveProbeCount >= MAX_FORWARD_PROBES)
|
|
// break;
|
|
|
|
const ProbeRenderInst& curEntry = mRegisteredProbes[i];
|
|
if (!curEntry.mIsEnabled)
|
|
continue;
|
|
|
|
if (!curEntry.mIsSkylight)
|
|
{
|
|
F32 dist = Point3F(sgData.objTrans->getPosition() - curEntry.getPosition()).len();
|
|
|
|
if (dist > curEntry.mRadius || dist > curEntry.mExtents.len())
|
|
continue;
|
|
|
|
if(bestPickProbes[0] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[0]].mPosition).len() > dist))
|
|
bestPickProbes[0] = i;
|
|
else if (bestPickProbes[1] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[1]].mPosition).len() > dist))
|
|
bestPickProbes[1] = i;
|
|
else if (bestPickProbes[2] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[2]].mPosition).len() > dist))
|
|
bestPickProbes[2] = i;
|
|
else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[3]].mPosition).len() > dist))
|
|
bestPickProbes[3] = i;
|
|
}
|
|
}
|
|
|
|
//Grab our best probe picks
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
if (bestPickProbes[i] == -1)
|
|
continue;
|
|
|
|
const ProbeRenderInst& curEntry = mRegisteredProbes[bestPickProbes[i]];
|
|
|
|
probePositionArray[effectiveProbeCount] = curEntry.getPosition();
|
|
probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
|
|
probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
|
|
|
|
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
|
|
/*
|
|
Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
|
|
Point3F bbMin = refPos - curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
|
|
Point3F bbMax = refPos + curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
|
|
|
|
probeBoxMinArray[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
|
|
probeBoxMaxArray[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);*/
|
|
probeBoxMinArray[effectiveProbeCount] = curEntry.mBounds.minExtents;
|
|
probeBoxMaxArray[effectiveProbeCount] = curEntry.mBounds.maxExtents;
|
|
probeConfigArray[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
|
|
curEntry.mRadius,
|
|
curEntry.mAtten,
|
|
curEntry.mCubemapIndex);
|
|
|
|
effectiveProbeCount++;
|
|
}
|
|
|
|
shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (float)effectiveProbeCount);
|
|
|
|
shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probePositionArray);
|
|
shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeRefPositionArray);
|
|
|
|
shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeWorldToObjArray.address(), effectiveProbeCount, GFXSCT_Float4x4);
|
|
|
|
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
|
|
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
|
|
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
|
|
|
|
if (mBRDFTexture.isValid())
|
|
GFX->setTexture(3, mBRDFTexture);
|
|
|
|
if(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister() != -1)
|
|
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
|
|
if(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister() != -1)
|
|
GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
|
|
}
|
|
|
|
//check for skylight action
|
|
if (probeShaderConsts->mSkylightIrradMap->isValid()
|
|
&& probeShaderConsts->mSkylightSpecularMap->isValid())
|
|
{
|
|
//Array rendering
|
|
U32 probeCount = mRegisteredProbes.size();
|
|
|
|
bool hasSkylight = false;
|
|
for (U32 i = 0; i < probeCount; i++)
|
|
{
|
|
const ProbeRenderInst& curEntry = mRegisteredProbes[i];
|
|
if (!curEntry.mIsEnabled)
|
|
continue;
|
|
|
|
if (curEntry.mIsSkylight)
|
|
{
|
|
if (curEntry.mPrefilterCubemap->isInitialized() && curEntry.mIrradianceCubemap->isInitialized())
|
|
{
|
|
GFX->setCubeTexture(probeShaderConsts->mSkylightSpecularMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
|
|
GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
|
|
|
|
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 1.0f);
|
|
hasSkylight = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!hasSkylight)
|
|
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);
|
|
}
|
|
/*else
|
|
{
|
|
if (probeCubemapSC->isValid())
|
|
{
|
|
for (U32 i = 0; i < 4; ++i)
|
|
GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
|
|
}
|
|
}*/
|
|
}
|
|
|
|
void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
|
|
const Material *mat,
|
|
const SceneData &sgData,
|
|
const SceneRenderState *state,
|
|
U32 pass,
|
|
GFXShaderConstBuffer *shaderConsts)
|
|
{
|
|
|
|
// Skip this if we're rendering from the deferred bin.
|
|
if (sgData.binType == SceneData::DeferredBin)
|
|
return;
|
|
|
|
// if (mRegisteredProbes.empty())
|
|
// return;
|
|
|
|
PROFILE_SCOPE(ProbeManager_setProbeInfo);
|
|
|
|
ProbeShaderConstants *psc = getProbeShaderConstants(shaderConsts);
|
|
|
|
// NOTE: If you encounter a crash from this point forward
|
|
// while setting a shader constant its probably because the
|
|
// mConstantLookup has bad shaders/constants in it.
|
|
//
|
|
// This is a known crash bug that can occur if materials/shaders
|
|
// are reloaded and the light manager is not reset.
|
|
//
|
|
// We should look to fix this by clearing the table.
|
|
MatrixSet matSet = state->getRenderPass()->getMatrixSet();
|
|
|
|
// Update the forward shading light constants.
|
|
_update4ProbeConsts(sgData, matSet, psc, shaderConsts);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// render objects
|
|
//-----------------------------------------------------------------------------
|
|
void RenderProbeMgr::render( SceneRenderState *state )
|
|
{
|
|
if (getProbeArrayEffect() == nullptr)
|
|
return;
|
|
|
|
if (mProbesDirty)
|
|
_setupStaticParameters();
|
|
|
|
// Early out if nothing to draw.
|
|
if (!RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (mEffectiveProbeCount == 0 && mSkylightCubemapIdx == -1))
|
|
{
|
|
getProbeArrayEffect()->setSkip(true);
|
|
return;
|
|
}
|
|
|
|
GFXTransformSaver saver;
|
|
|
|
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
|
|
|
|
// Initialize and set the per-frame parameters after getting
|
|
// the vector light material as we use lazy creation.
|
|
//_setupPerFrameParameters(state);
|
|
|
|
//Visualization
|
|
String useDebugAtten = Con::getVariable("$Probes::showAttenuation", "0");
|
|
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_ATTENUATION", useDebugAtten);
|
|
|
|
String useDebugSpecCubemap = Con::getVariable("$Probes::showSpecularCubemaps", "0");
|
|
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_SPECCUBEMAP", useDebugSpecCubemap);
|
|
|
|
String useDebugDiffuseCubemap = Con::getVariable("$Probes::showDiffuseCubemaps", "0");
|
|
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_DIFFCUBEMAP", useDebugDiffuseCubemap);
|
|
|
|
String useDebugContrib = Con::getVariable("$Probes::showProbeContrib", "0");
|
|
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib);
|
|
|
|
if(mHasSkylight && mEffectiveProbeCount == 0)
|
|
mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "1");
|
|
|
|
mProbeArrayEffect->setTexture(3, mBRDFTexture);
|
|
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
|
|
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);
|
|
|
|
mProbeArrayEffect->setShaderConst("$numProbes", (S32)mEffectiveProbeCount);
|
|
mProbeArrayEffect->setShaderConst("$skylightCubemapIdx", mSkylightCubemapIdx);
|
|
|
|
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
|
|
|
|
//also set up some colors
|
|
Vector<Point4F> contribColors;
|
|
|
|
contribColors.setSize(MAXPROBECOUNT);
|
|
|
|
if (mEffectiveProbeCount != 0)
|
|
{
|
|
if (useDebugContrib == String("1"))
|
|
{
|
|
MRandomLCG RandomGen;
|
|
RandomGen.setSeed(mEffectiveProbeCount);
|
|
|
|
for (U32 i = 0; i < mEffectiveProbeCount; i++)
|
|
{
|
|
//we're going to cheat here a little for consistent debugging behavior. The first 3 probes will always have R G and then B for their colors, every other will be random
|
|
if (i == 0)
|
|
contribColors[i] = Point4F(1, 0, 0, 1);
|
|
else if (i == 1)
|
|
contribColors[i] = Point4F(0, 1, 0, 1);
|
|
else if (i == 2)
|
|
contribColors[i] = Point4F(0, 0, 1, 1);
|
|
else
|
|
contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1), 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
mProbeArrayEffect->setShaderConst("$probeContribColors", contribColors);
|
|
|
|
mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositionsData);
|
|
mProbeArrayEffect->setShaderConst("$inRefPosArray", probeRefPositionsData);
|
|
mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObjData);
|
|
mProbeArrayEffect->setShaderConst("$bbMinArray", probeBBMinData);
|
|
mProbeArrayEffect->setShaderConst("$bbMaxArray", probeBBMaxData);
|
|
mProbeArrayEffect->setShaderConst("$probeConfigData", probeConfigData);
|
|
|
|
// Make sure the effect is gonna render.
|
|
getProbeArrayEffect()->setSkip(false);
|
|
|
|
//PROFILE_END();
|
|
}
|
|
|
|
void RenderProbeMgr::bakeProbe(ReflectionProbe *probe)
|
|
{
|
|
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_Bake, ColorI::WHITE);
|
|
|
|
Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!");
|
|
U32 startMSTime = Platform::getRealMilliseconds();
|
|
|
|
String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/");
|
|
U32 resolution = Con::getIntVariable("$pref::ReflectionProbes::BakeResolution", 64);
|
|
U32 prefilterMipLevels = mLog2(F32(resolution));
|
|
bool renderWithProbes = Con::getIntVariable("$pref::ReflectionProbes::RenderWithProbes", false);
|
|
|
|
ReflectionProbe *clientProbe = static_cast<ReflectionProbe*>(probe->getClientObject());
|
|
|
|
if (clientProbe == nullptr)
|
|
return;
|
|
|
|
String probePrefilterPath = clientProbe->getPrefilterMapPath();
|
|
String probeIrradPath = clientProbe->getIrradianceMapPath();
|
|
|
|
if (clientProbe->mReflectionModeType != ReflectionProbe::DynamicCubemap)
|
|
{
|
|
//Prep our bake path
|
|
if (probePrefilterPath.isEmpty() || probeIrradPath.isEmpty())
|
|
{
|
|
Con::errorf("RenderProbeMgr::bake() - Unable to bake our captures because probe doesn't have a path set");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Save the current transforms so we can restore
|
|
// it for child control rendering below.
|
|
GFXTransformSaver saver;
|
|
|
|
bool probeRenderState = RenderProbeMgr::smRenderReflectionProbes;
|
|
|
|
F32 farPlane = 1000.0f;
|
|
|
|
ReflectorDesc reflDesc;
|
|
reflDesc.texSize = resolution;
|
|
reflDesc.farDist = farPlane;
|
|
reflDesc.detailAdjust = 1;
|
|
reflDesc.objectTypeMask = -1;
|
|
|
|
CubeReflector cubeRefl;
|
|
cubeRefl.registerReflector(probe, &reflDesc);
|
|
|
|
ReflectParams reflParams;
|
|
|
|
//need to get the query somehow. Likely do some sort of get function to fetch from the guiTSControl that's active
|
|
CameraQuery query; //need to get the last cameraQuery
|
|
query.fov = 90; //90 degree slices for each of the 6 sides
|
|
query.nearPlane = 0.1f;
|
|
query.farPlane = farPlane;
|
|
query.headMatrix = MatrixF();
|
|
query.cameraMatrix = clientProbe->getTransform();
|
|
|
|
Frustum culler;
|
|
culler.set(false,
|
|
query.fov,
|
|
(F32)resolution / (F32)resolution,
|
|
query.nearPlane,
|
|
query.farPlane,
|
|
query.cameraMatrix);
|
|
|
|
S32 stereoTarget = GFX->getCurrentStereoTarget();
|
|
|
|
Point2I maxRes(2048, 2048); //basically a boundary so we don't go over this and break stuff
|
|
|
|
reflParams.culler = culler;
|
|
reflParams.eyeId = stereoTarget;
|
|
reflParams.query = &query;
|
|
reflParams.startOfUpdateMs = startMSTime;
|
|
reflParams.viewportExtent = maxRes;
|
|
|
|
if (!renderWithProbes)
|
|
RenderProbeMgr::smRenderReflectionProbes = false;
|
|
|
|
cubeRefl.updateReflection(reflParams);
|
|
|
|
//Now, save out the maps
|
|
//create irridiance cubemap
|
|
if (cubeRefl.getCubemap())
|
|
{
|
|
//Just to ensure we're prepped for the generation
|
|
clientProbe->createClientResources();
|
|
|
|
//Prep it with whatever resolution we've dictated for our bake
|
|
if (clientProbe->mUseHDRCaptures)
|
|
{
|
|
clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
|
|
clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F);
|
|
}
|
|
else
|
|
{
|
|
clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
|
|
clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8);
|
|
}
|
|
|
|
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
|
|
|
|
IBLUtilities::GenerateIrradianceMap(renderTarget, cubeRefl.getCubemap(), clientProbe->mIrridianceMap->mCubemap);
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IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap);
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|
|
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U32 endMSTime = Platform::getRealMilliseconds();
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|
F32 diffTime = F32(endMSTime - startMSTime);
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Con::warnf("RenderProbeMgr::bake() - Finished Capture! Took %g milliseconds", diffTime);
|
|
Con::warnf("RenderProbeMgr::bake() - Beginning save now!");
|
|
|
|
IBLUtilities::SaveCubeMap(clientProbe->getIrradianceMapPath(), clientProbe->mIrridianceMap->mCubemap);
|
|
IBLUtilities::SaveCubeMap(clientProbe->getPrefilterMapPath(), clientProbe->mPrefilterMap->mCubemap);
|
|
}
|
|
else
|
|
{
|
|
Con::errorf("RenderProbeMgr::bake() - Didn't generate a valid scene capture cubemap, unable to generate prefilter and irradiance maps!");
|
|
}
|
|
|
|
if (!renderWithProbes)
|
|
RenderProbeMgr::smRenderReflectionProbes = probeRenderState;
|
|
|
|
cubeRefl.unregisterReflector();
|
|
|
|
U32 endMSTime = Platform::getRealMilliseconds();
|
|
F32 diffTime = F32(endMSTime - startMSTime);
|
|
|
|
Con::warnf("RenderProbeMgr::bake() - Finished bake! Took %g milliseconds", diffTime);
|
|
}
|
|
|
|
void RenderProbeMgr::bakeProbes()
|
|
{
|
|
//TODO: make this just find every probe in the current missionGroup and run the bake on it automagically
|
|
}
|
|
|
|
DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (nullAsType< ReflectionProbe*>()),
|
|
"@brief returns true if control object is inside the fog\n\n.")
|
|
{
|
|
if(probe != nullptr)
|
|
object->bakeProbe(probe);
|
|
}
|