mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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335 lines
12 KiB
C++
335 lines
12 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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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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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 = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(a))->inst);
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const ProbeRenderInst* pReflectProbeB = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(b))->inst);
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// Sort.
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//First, immediate check on if either is a skylight. Skylight always gets the highest priority
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//if (pReflectProbeA->mIsSkylight)
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// return 1;
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//else if (pReflectProbeB->mIsSkylight)
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// return -1;
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//No? then sort by score
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if (pReflectProbeA->mScore > pReflectProbeB->mScore)
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return 1;
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else if (pReflectProbeA->mScore < pReflectProbeB->mScore)
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return -1;*/
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return 0;
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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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{
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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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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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//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::_setupPerFrameParameters(const SceneRenderState *state)
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{
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PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
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const Frustum &frustum = state->getCameraFrustum();
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MatrixF invCam(frustum.getTransform());
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invCam.inverse();
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const Point3F *wsFrustumPoints = frustum.getPoints();
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const Point3F& cameraPos = frustum.getPosition();
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// Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
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// polygon, which is at the far plane.
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Point3F cameraOffsetPos = cameraPos;
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// Now build the quad for drawing full-screen vector light
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// passes.... this is a volatile VB and updates every frame.
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FarFrustumQuadVert verts[4];
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{
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verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
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verts[0].texCoord.set(-1.0, 1.0);
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verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
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verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
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verts[1].texCoord.set(1.0, 1.0);
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verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
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verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
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verts[2].texCoord.set(-1.0, -1.0);
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verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
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verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
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verts[3].texCoord.set(1.0, -1.0);
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verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
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}
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mFarFrustumQuadVerts.set(GFX, 4);
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dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
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mFarFrustumQuadVerts.unlock();
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PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
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PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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const MatrixF &worldToCameraXfm = matrixSet.getCameraToWorld();
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MatrixF inverseViewMatrix = worldToCameraXfm;
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// Parameters calculated, assign them to the materials
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ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
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if (skylightMat != nullptr && skylightMat->matInstance != nullptr)
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{
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skylightMat->setViewParameters(frustum.getNearDist(),
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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vsFarPlane);
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}
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ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
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if (reflProbeMat != nullptr && reflProbeMat->matInstance != nullptr)
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{
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reflProbeMat->setViewParameters(frustum.getNearDist(),
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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vsFarPlane);
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}
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}
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//-----------------------------------------------------------------------------
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// render objects
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//-----------------------------------------------------------------------------
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void RenderProbeMgr::render( SceneRenderState *state )
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{
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PROFILE_SCOPE(RenderProbeMgr_render);
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// Early out if nothing to draw.
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if (!ProbeRenderInst::all.size())
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return;
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if (!ProbeManager::smRenderReflectionProbes)
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return;
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GFXTransformSaver saver;
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GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
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NamedTexTargetRef diffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
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if (diffuseLightingTarget.isNull())
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return;
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NamedTexTargetRef specularLightingTarget = NamedTexTarget::find("specularLighting");
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if (specularLightingTarget.isNull())
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return;
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GFXTextureTargetRef probeLightingTargetRef = GFX->allocRenderToTextureTarget();
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if (probeLightingTargetRef.isNull())
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return;
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//Do a quick pass to update our probes if they're dirty
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PROBEMGR->updateDirtyProbes();
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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, specularLightingTarget->getTexture());
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probeLightingTargetRef->attachTexture(GFXTextureTarget::Color1, diffuseLightingTarget->getTexture());
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GFX->pushActiveRenderTarget();
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GFX->setActiveRenderTarget(probeLightingTargetRef);
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GFX->setViewport(specularLightingTarget->getViewport());
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//GFX->setViewport(specularLightingTarget->getViewport());
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
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// Set up the SG Data
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SceneData sgData;
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sgData.init(state);
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// Initialize and set the per-frame parameters after getting
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// the vector light material as we use lazy creation.
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_setupPerFrameParameters(state);
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//Order the probes by size, biggest to smallest
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//dQsort(mElementList.address(), mElementList.size(), sizeof(const MainSortElem), AscendingReflectProbeInfluence);
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//Specular
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PROFILE_START(RenderProbeManager_ReflectProbeRender);
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ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
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ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
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for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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{
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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if (!curEntry->mIsEnabled)
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continue;
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if (curEntry->numPrims == 0)
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continue;
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if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
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continue;
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if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
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break;
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//Setup
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MatrixF probeTrans = curEntry->getTransform();
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if (!curEntry->mIsSkylight)
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{
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if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
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probeTrans.scale(curEntry->mRadius * 1.01f);
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}
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else
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{
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probeTrans.scale(10); //force it to be big enough to surround the camera
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}
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sgData.objTrans = &probeTrans;
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if(curEntry->mIsSkylight)
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skylightMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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else
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reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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// Set geometry
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GFX->setVertexBuffer(curEntry->vertBuffer);
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GFX->setPrimitiveBuffer(curEntry->primBuffer);
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if (curEntry->mIsSkylight)
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{
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while (skylightMat->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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matrixSet.setWorld(*sgData.objTrans);
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skylightMat->matInstance->setTransforms(matrixSet, state);
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skylightMat->matInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
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}
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}
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else
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{
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while (reflProbeMat->matInstance->setupPass(state, sgData))
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{
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// Set transforms
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matrixSet.setWorld(*sgData.objTrans);
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reflProbeMat->matInstance->setTransforms(matrixSet, state);
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reflProbeMat->matInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
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}
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}
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}
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probeLightingTargetRef->resolve();
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GFX->popActiveRenderTarget();
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//PROBEMGR->unregisterAllProbes();
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PROFILE_END();
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GFX->setVertexBuffer(NULL);
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GFX->setPrimitiveBuffer(NULL);
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// Fire off a signal to let others know that light-bin rendering is ending now
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//getRenderSignal().trigger(state, this);
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} |