mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
375 lines
9.9 KiB
C++
375 lines
9.9 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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#pragma once
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#ifndef RENDER_PROBE_MGR_H
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#define RENDER_PROBE_MGR_H
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#ifndef _RENDERBINMANAGER_H_
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#include "renderInstance/renderBinManager.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 _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#include "core/util/systemInterfaceList.h"
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#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
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#include "materials/processedShaderMaterial.h"
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#endif
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#ifndef _POSTEFFECTCOMMON_H_
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#include "postFx/postEffectCommon.h"
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#endif
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#ifndef _REFLECTOR_H_
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#include "scene/reflector.h"
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#endif
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static U32 MAXPROBECOUNT = 50;
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class PostEffect;
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class ReflectionProbe;
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struct ProbeRenderInst
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{
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bool mIsEnabled;
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MatrixF mTransform;
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F32 mRadius;
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bool mDirty;
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Box3F mBounds;
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Point3F mExtents;
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Point3F mPosition;
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Point3F mProbeRefOffset;
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Point3F mProbeRefScale;
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F32 mAtten;
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GFXCubemapHandle mPrefilterCubemap;
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GFXCubemapHandle mIrradianceCubemap;
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/// The priority of this light used for
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/// light and shadow scoring.
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F32 mPriority;
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/// A temporary which holds the score used
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/// when prioritizing lights for rendering.
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F32 mScore;
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enum ProbeShapeType
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{
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Box = 0, ///< Sphere shaped
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Sphere = 1, ///< Box-based shape
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Skylight = 2
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};
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ProbeShapeType mProbeShapeType;
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U32 mCubemapIndex;
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U32 mProbeIdx;
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public:
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ProbeRenderInst();
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~ProbeRenderInst();
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// Copies data passed in from light
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void set(const ProbeRenderInst *probeInfo);
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// Accessors
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const MatrixF& getTransform() const { return mTransform; }
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void setTransform(const MatrixF &xfm) { mTransform = xfm; }
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Point3F getPosition() const { return mPosition; }
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void setPosition(const Point3F &pos) { mPosition = pos; }
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void setPriority(F32 priority) { mPriority = priority; }
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F32 getPriority() const { return mPriority; }
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void setScore(F32 score) { mScore = score; }
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F32 getScore() const { return mScore; }
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void clear();
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inline bool operator ==(const ProbeRenderInst& b) const
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{
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return mProbeIdx == b.mProbeIdx;
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}
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};
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struct ProbeShaderConstants
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{
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bool mInit;
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GFXShaderRef mShader;
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//Reflection Probes
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GFXShaderConstHandle *mProbePositionSC;
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GFXShaderConstHandle *mProbeRefPosSC;
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GFXShaderConstHandle *mRefScaleSC;
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GFXShaderConstHandle *mWorldToObjArraySC;
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GFXShaderConstHandle *mProbeConfigDataSC;
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GFXShaderConstHandle *mProbeSpecularCubemapSC;
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GFXShaderConstHandle *mProbeIrradianceCubemapSC;
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GFXShaderConstHandle *mProbeCountSC;
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GFXShaderConstHandle *mBRDFTextureMap;
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GFXShaderConstHandle *mSkylightCubemapIdxSC;
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ProbeShaderConstants();
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~ProbeShaderConstants();
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void init(GFXShader* buffer);
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bool isValid();
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void _onShaderReload();
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};
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typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
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struct ProbeDataSet
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{
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Vector<Point4F> probePositionArray;
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Vector<Point4F> refScaleArray;
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Vector<Point4F> probeRefPositionArray;
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Vector<Point4F> probeConfigArray;
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Vector<MatrixF> probeWorldToObjArray;
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S32 skyLightIdx;
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U32 effectiveProbeCount;
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U32 maxProbeCount;
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ProbeDataSet()
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{
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probePositionArray.setSize(0);
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refScaleArray.setSize(0);
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probeRefPositionArray.setSize(0);
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probeConfigArray.setSize(0);
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probeWorldToObjArray.setSize(0);
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skyLightIdx = -1;
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effectiveProbeCount = 0;
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maxProbeCount = 0;
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}
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ProbeDataSet(U32 _maxProbeCount)
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{
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maxProbeCount = _maxProbeCount;
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probePositionArray.setSize(maxProbeCount);
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refScaleArray.setSize(maxProbeCount);
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probeRefPositionArray.setSize(maxProbeCount);
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probeConfigArray.setSize(maxProbeCount);
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probeWorldToObjArray.setSize(maxProbeCount);
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skyLightIdx = -1;
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effectiveProbeCount = 0;
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}
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};
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struct ProbeTextureArrayData
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{
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GFXTexHandle BRDFTexture;
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GFXCubemapArrayHandle prefilterArray;
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GFXCubemapArrayHandle irradianceArray;
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};
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//**************************************************************************
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// RenderObjectMgr
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//**************************************************************************
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class RenderProbeMgr : public RenderBinManager
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{
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typedef RenderBinManager Parent;
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Vector<ProbeRenderInst*> mRegisteredProbes;
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bool mProbesDirty;
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Vector<ProbeRenderInst> mActiveProbes;
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public:
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//maximum number of allowed probes
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static const U32 PROBE_MAX_COUNT = 250;
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//maximum number of rendered probes per frame adjust as needed
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static const U32 PROBE_MAX_FRAME = 8;
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//number of slots to allocate at once in the cubemap array
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static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
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static const U32 PROBE_IRRAD_SIZE = 64;
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static const U32 PROBE_PREFILTER_SIZE = 64;
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static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
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static const U32 INVALID_CUBE_SLOT = U32_MAX;
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static F32 smMaxProbeDrawDistance;
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static S32 smMaxProbesPerFrame;
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private:
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//Array rendering
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U32 mEffectiveProbeCount;
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S32 mMipCount;
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bool mHasSkylight;
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S32 mSkylightCubemapIdx;
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//number of cubemaps
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U32 mCubeMapCount;
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//number of cubemap slots allocated
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U32 mCubeSlotCount;
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//array of cubemap slots, due to the editor these may be mixed around as probes are added and deleted
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bool mCubeMapSlots[PROBE_MAX_COUNT];
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GFXCubemapArrayHandle mPrefilterArray;
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GFXCubemapArrayHandle mIrradianceArray;
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//Utilized in forward rendering
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ProbeConstantMap mConstantLookup;
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GFXShaderRef mLastShader;
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ProbeShaderConstants* mLastConstants;
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//
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SimObjectPtr<PostEffect> mProbeArrayEffect;
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//Default skylight, used for shape editors, etc
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ProbeRenderInst* mDefaultSkyLight;
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GFXTexHandle mBRDFTexture;
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ProbeDataSet mProbeData;
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///Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures
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bool mUseHDRCaptures;
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U32 mPrefilterMipLevels;
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U32 mPrefilterSize;
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public:
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RenderProbeMgr();
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RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
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virtual ~RenderProbeMgr();
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virtual bool onAdd();
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virtual void onRemove();
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// ConsoleObject
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static void initPersistFields();
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static void consoleInit();
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DECLARE_CONOBJECT(RenderProbeMgr);
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protected:
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/// The current active light manager.
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static RenderProbeMgr *smProbeManager;
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/// This helper function sets the shader constansts
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/// for the stock 4 light forward lighting code.
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void _update4ProbeConsts(const SceneData &sgData,
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MatrixSet &matSet,
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ProbeShaderConstants *probeShaderConsts,
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GFXShaderConstBuffer *shaderConsts);
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void _setupStaticParameters();
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void _setupPerFrameParameters(const SceneRenderState *state);
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virtual void addElement(RenderInst* inst) {};
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virtual void render(SceneRenderState * state);
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ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
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PostEffect* getProbeArrayEffect();
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U32 _findNextEmptyCubeSlot()
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{
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for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
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{
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if (!mCubeMapSlots[i])
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return i;
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}
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return INVALID_CUBE_SLOT;
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}
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public:
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// RenderBinMgr
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void updateProbes();
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/// Returns the active LM.
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static inline RenderProbeMgr* getProbeManager();
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void registerProbe(ProbeRenderInst* newProbe);
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void unregisterProbe(U32 probeIdx);
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void submitProbe(const ProbeRenderInst& newProbe);
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static S32 QSORT_CALLBACK _probeScoreCmp(const ProbeRenderInst* a, const ProbeRenderInst* b);
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virtual void setProbeInfo(ProcessedMaterial *pmat,
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const Material *mat,
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const SceneData &sgData,
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const SceneRenderState *state,
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U32 pass,
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GFXShaderConstBuffer *shaderConsts);
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void setupSGData(SceneData& data, const SceneRenderState* state, LightInfo* light);
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void updateProbeTexture(ProbeRenderInst* probeInfo);
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void reloadTextures();
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/// Debug rendering
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static bool smRenderReflectionProbes;
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void bakeProbe(ReflectionProbe *probeInfo);
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void bakeProbes();
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void getProbeTextureData(ProbeTextureArrayData* probeTextureSet);
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S32 getSkylightIndex() { return mSkylightCubemapIdx; }
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//accumulates the best fit of probes given the object position
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void getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet);
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};
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RenderProbeMgr* RenderProbeMgr::getProbeManager()
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{
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if (smProbeManager == nullptr)
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{
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RenderProbeMgr* probeManager = new RenderProbeMgr();
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smProbeManager = probeManager;
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}
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return smProbeManager;
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}
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#define PROBEMGR RenderProbeMgr::getProbeManager()
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#endif // RENDER_PROBE_MGR_H
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