Torque3D/Engine/source/renderInstance/renderProbeMgr.h
Areloch dd3422b5a2 Added ability to pass ints to post effect shader consts
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
2019-06-13 00:37:12 -05:00

319 lines
8.6 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.
//-----------------------------------------------------------------------------
#pragma once
#ifndef RENDER_PROBE_MGR_H
#define RENDER_PROBE_MGR_H
#ifndef _RENDERBINMANAGER_H_
#include "renderInstance/renderBinManager.h"
#endif
#ifndef _MATINSTANCE_H_
#include "materials/matInstance.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#include "core/util/SystemInterfaceList.h"
#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
#include "materials/processedShaderMaterial.h"
#endif
#ifndef _POSTEFFECTCOMMON_H_
#include "postFx/postEffectCommon.h"
#endif
#ifndef _REFLECTOR_H_
#include "scene/reflector.h"
#endif
static U32 MAXPROBECOUNT = 50;
class PostEffect;
class ReflectionProbe;
struct ProbeRenderInst
{
bool mIsEnabled;
MatrixF mTransform;
F32 mRadius;
bool mDirty;
Box3F mBounds;
Point3F mExtents;
Point3F mPosition;
Point3F mProbeRefOffset;
Point3F mProbeRefScale;
F32 mAtten;
GFXCubemapHandle mPrefilterCubemap;
GFXCubemapHandle mIrradianceCubemap;
/// The priority of this light used for
/// light and shadow scoring.
F32 mPriority;
/// A temporary which holds the score used
/// when prioritizing lights for rendering.
F32 mScore;
bool mIsSkylight;
enum ProbeShapeType
{
Box = 0, ///< Sphere shaped
Sphere = 1, ///< Box-based shape
Skylight = 2
};
ProbeShapeType mProbeShapeType;
U32 mCubemapIndex;
U32 mProbeIdx;
public:
ProbeRenderInst();
~ProbeRenderInst();
// Copies data passed in from light
void set(const ProbeRenderInst *probeInfo);
// Accessors
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF &xfm) { mTransform = xfm; }
Point3F getPosition() const { return mPosition; }
void setPosition(const Point3F &pos) { mPosition = pos; }
VectorF getDirection() const { return mTransform.getForwardVector(); }
void setDirection(const VectorF &val);
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void setScore(F32 score) { mScore = score; }
F32 getScore() const { return mScore; }
void clear();
inline bool ProbeRenderInst::operator ==(const ProbeRenderInst& b) const
{
return mProbeIdx == b.mProbeIdx;
}
};
struct ProbeShaderConstants
{
bool mInit;
GFXShaderRef mShader;
//Reflection Probes
GFXShaderConstHandle *mProbePositionSC;
GFXShaderConstHandle *mProbeRefPosSC;
GFXShaderConstHandle *mProbeBoxMinSC;
GFXShaderConstHandle *mProbeBoxMaxSC;
GFXShaderConstHandle *mWorldToObjArraySC;
GFXShaderConstHandle *mProbeConfigDataSC;
GFXShaderConstHandle *mProbeSpecularCubemapSC;
GFXShaderConstHandle *mProbeIrradianceCubemapSC;
GFXShaderConstHandle *mProbeCountSC;
GFXShaderConstHandle *mBRDFTextureMap;
GFXShaderConstHandle *mSkylightSpecularMap;
GFXShaderConstHandle *mSkylightIrradMap;
GFXShaderConstHandle *mHasSkylight;
ProbeShaderConstants();
~ProbeShaderConstants();
void init(GFXShader* buffer);
bool isValid();
void _onShaderReload();
};
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
//**************************************************************************
// RenderObjectMgr
//**************************************************************************
class RenderProbeMgr : public RenderBinManager
{
typedef RenderBinManager Parent;
Vector<ProbeRenderInst> mRegisteredProbes;
bool mProbesDirty;
//maximum number of allowed probes
static const U32 PROBE_MAX_COUNT = 250;
//maximum number of rendered probes per frame adjust as needed
static const U32 PROBE_MAX_FRAME = 8;
//number of slots to allocate at once in the cubemap array
static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
static const U32 PROBE_IRRAD_SIZE = 64;
static const U32 PROBE_PREFILTER_SIZE = 64;
static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
static const U32 INVALID_CUBE_SLOT = U32_MAX;
//Array rendering
U32 mEffectiveProbeCount;
S32 mMipCount;
Vector<Point4F> probePositionsData;
Vector<Point4F> probeRefPositionsData;
Vector<MatrixF> probeWorldToObjData;
Vector<Point4F> probeBBMinData;
Vector<Point4F> probeBBMaxData;
Vector<Point4F> probeConfigData;
bool mHasSkylight;
S32 mSkylightCubemapIdx;
AlignedArray<Point4F> mProbePositions;
AlignedArray<Point4F> mProbeBBMin;
AlignedArray<Point4F> mProbeBBMax;
AlignedArray<float> mProbeUseSphereMode;
AlignedArray<float> mProbeRadius;
AlignedArray<float> mProbeAttenuation;
//number of cubemaps
U32 mCubeMapCount;
//number of cubemap slots allocated
U32 mCubeSlotCount;
//array of cubemap slots, due to the editor these may be mixed around as probes are added and deleted
bool mCubeMapSlots[PROBE_MAX_COUNT];
GFXCubemapArrayHandle mPrefilterArray;
GFXCubemapArrayHandle mIrradianceArray;
//Utilized in forward rendering
ProbeConstantMap mConstantLookup;
GFXShaderRef mLastShader;
ProbeShaderConstants* mLastConstants;
//
SimObjectPtr<PostEffect> mProbeArrayEffect;
//Default skylight, used for shape editors, etc
ProbeRenderInst* mDefaultSkyLight;
GFXTexHandle mBRDFTexture;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
virtual ~RenderProbeMgr();
virtual bool onAdd();
virtual void onRemove();
// ConsoleObject
static void initPersistFields();
DECLARE_CONOBJECT(RenderProbeMgr);
protected:
/// The current active light manager.
static RenderProbeMgr *smProbeManager;
/// This helper function sets the shader constansts
/// for the stock 4 light forward lighting code.
void _update4ProbeConsts(const SceneData &sgData,
MatrixSet &matSet,
ProbeShaderConstants *probeShaderConsts,
GFXShaderConstBuffer *shaderConsts);
void _setupStaticParameters();
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
virtual void render(SceneRenderState * state);
ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
PostEffect* getProbeArrayEffect();
U32 _findNextEmptyCubeSlot()
{
for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
{
if (!mCubeMapSlots[i])
return i;
}
return INVALID_CUBE_SLOT;
}
public:
// RenderBinMgr
void updateProbes();
/// Returns the active LM.
static inline RenderProbeMgr* getProbeManager();
ProbeRenderInst* registerProbe();
void unregisterProbe(U32 probeIdx);
virtual void setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts);
void updateProbeTexture(ProbeRenderInst* probeInfo);
/// Debug rendering
static bool smRenderReflectionProbes;
void bakeProbe(ReflectionProbe *probeInfo);
void bakeProbes();
};
RenderProbeMgr* RenderProbeMgr::getProbeManager()
{
if (smProbeManager == nullptr)
{
RenderProbeMgr* probeManager = new RenderProbeMgr();
smProbeManager = probeManager;
}
return smProbeManager;
}
#define PROBEMGR RenderProbeMgr::getProbeManager()
#endif // RENDER_PROBE_MGR_H