mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
811 lines
25 KiB
C++
811 lines
25 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 "platform/platform.h"
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#include "lighting/probeManager.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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#include "console/sim.h"
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#include "console/simSet.h"
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#include "scene/sceneManager.h"
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#include "materials/materialManager.h"
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#include "materials/sceneData.h"
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#include "lighting/lightInfo.h"
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#include "lighting/lightingInterfaces.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "console/engineAPI.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "shaderGen/shaderGenVars.h"
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Signal<void(const char*,bool)> ProbeManager::smActivateSignal;
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ProbeManager *ProbeManager::smProbeManager = NULL;
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//
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//
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ProbeInfo::ProbeInfo()
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: mTransform(true),
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mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
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mPriority(1.0f),
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mScore(0.0f),
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mDebugRender(false),
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mCubemap(NULL),
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mIrradianceCubemap(NULL),
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mBRDFTexture(NULL),
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mRadius(1.0f),
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mIntensity(1.0f),
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mProbePosOffset(0,0,0)
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{
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for (U32 i = 0; i < 5; ++i)
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{
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mSHConstants[i] = 0;
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}
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}
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ProbeInfo::~ProbeInfo()
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{
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SAFE_DELETE(mCubemap);
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}
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void ProbeInfo::set(const ProbeInfo *probeInfo)
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{
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mTransform = probeInfo->mTransform;
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mAmbient = probeInfo->mAmbient;
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mCubemap = probeInfo->mCubemap;
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mIrradianceCubemap = probeInfo->mIrradianceCubemap;
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mBRDFTexture = probeInfo->mBRDFTexture;
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mRadius = probeInfo->mRadius;
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mIntensity = probeInfo->mIntensity;
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mProbeShapeType = probeInfo->mProbeShapeType;
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numPrims = probeInfo->numPrims;
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numVerts = probeInfo->numVerts;
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numIndicesForPoly = probeInfo->numIndicesForPoly;
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mBounds = probeInfo->mBounds;
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for (U32 i = 0; i < 9; i++)
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{
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mSHTerms[i] = probeInfo->mSHTerms[i];
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}
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for (U32 i = 0; i < 5; i++)
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{
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mSHConstants[i] = probeInfo->mSHConstants[i];
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}
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}
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void ProbeInfo::getWorldToLightProj(MatrixF *outMatrix) const
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{
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*outMatrix = getTransform();
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outMatrix->inverse();
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}
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void ProbeInfoList::registerProbe(ProbeInfo *light)
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{
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if (!light)
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return;
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// just add the light, we'll try to scan for dupes later...
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push_back(light);
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}
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void ProbeInfoList::unregisterProbe(ProbeInfo *light)
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{
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// remove all of them...
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ProbeInfoList &list = *this;
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for (U32 i = 0; i<list.size(); i++)
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{
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if (list[i] != light)
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continue;
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// this moves last to i, which allows
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// the search to continue forward...
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list.erase_fast(i);
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// want to check this location again...
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i--;
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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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mProbeParamsSC(NULL),
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mProbePositionSC(NULL),
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mProbeRadiusSC(NULL),
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mProbeBoxMinSC(NULL),
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mProbeBoxMaxSC(NULL),
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mProbeIsSphereSC(NULL),
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mProbeLocalPosSC(NULL),
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mProbeCubemapSC(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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mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
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//Reflection Probes
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mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
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mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
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mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
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mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
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mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
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mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
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mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
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mInit = true;
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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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ProbeManager::ProbeManager()
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: mDefaultProbe( NULL ),
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mSceneManager( NULL ),
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mCullPos( Point3F::Zero )
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{
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dMemset( &mSpecialProbes, 0, sizeof(mSpecialProbes) );
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mLastShader = NULL;
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mLastConstants = NULL;
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}
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ProbeManager::~ProbeManager()
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{
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}
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ProbeInfo* ProbeManager::createProbeInfo(ProbeInfo* probe /* = NULL */)
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{
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ProbeInfo *outProbe = (probe != NULL) ? probe : new ProbeInfo;
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/*ProbeManagerMap &ProbeManagers = _getProbeManagers();
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ProbeManagerMap::Iterator iter = ProbeManagers.begin();
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for ( ; iter != ProbeManagers.end(); iter++ )
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{
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ProbeManager *lm = iter->value;
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lm->_addLightInfoEx( outLight );
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}*/
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return outProbe;
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}
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/*void ProbeManager::initLightFields()
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{
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ProbeManagerMap &ProbeManagers = _getProbeManagers();
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ProbeManagerMap::Iterator iter = ProbeManagers.begin();
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for ( ; iter != ProbeManagers.end(); iter++ )
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{
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ProbeManager *lm = iter->value;
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lm->_initLightFields();
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}
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}*/
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IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerActivate, void, ( const char *name ), ( name ),
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"A callback called by the engine when a light manager is activated.\n"
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"@param name The name of the light manager being activated.\n"
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"@ingroup Lighting\n" );
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void ProbeManager::activate( SceneManager *sceneManager )
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{
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AssertFatal( sceneManager, "ProbeManager::activate() - Got null scene manager!" );
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//AssertFatal( mIsActive == false, "ProbeManager::activate() - Already activated!" );
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AssertFatal(smProbeManager == NULL, "ProbeManager::activate() - A previous ProbeManager is still active!" );
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mSceneManager = sceneManager;
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smProbeManager = this;
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}
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IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerDeactivate, void, ( const char *name ), ( name ),
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"A callback called by the engine when a light manager is deactivated.\n"
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"@param name The name of the light manager being deactivated.\n"
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"@ingroup Lighting\n" );
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void ProbeManager::deactivate()
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{
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//AssertFatal( mIsActive == true, "ProbeManager::deactivate() - Already deactivated!" );
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AssertFatal( smProbeManager == this, "ProbeManager::activate() - This isn't the active light manager!" );
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//if( Sim::getRootGroup() ) // To protect against shutdown.
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// onProbeManagerDeactivate_callback( getName() );
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//mIsActive = false;
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mSceneManager = NULL;
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smProbeManager = NULL;
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// Just in case... make sure we're all clear.
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unregisterAllProbes();
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}
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ProbeInfo* ProbeManager::getDefaultLight()
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{
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// The sun is always our default light when
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// when its registered.
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if ( mSpecialProbes[ ProbeManager::SkylightProbeType ] )
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return mSpecialProbes[ ProbeManager::SkylightProbeType ];
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// Else return a dummy special light.
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//if ( !mDefaultLight )
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// mDefaultLight = createLightInfo();
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return NULL;
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}
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ProbeInfo* ProbeManager::getSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, bool useDefault )
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{
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//if ( mSpecialLights[type] )
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// return mSpecialLights[type];
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if ( useDefault )
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return getDefaultLight();
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return NULL;
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}
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void ProbeManager::setSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, ProbeInfo *probe )
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{
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if (probe && type == SkylightProbeType )
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{
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// The sun must be specially positioned and ranged
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// so that it can be processed like a point light
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// in the stock light shader used by Basic Lighting.
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probe->setPosition( mCullPos - (probe->getDirection() * 10000.0f ) );
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probe->mRadius = 2000000.0f;
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}
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mSpecialProbes[type] = probe;
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registerProbe(probe, NULL );
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}
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void ProbeManager::registerProbes( const Frustum *frustum, bool staticLighting )
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{
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PROFILE_SCOPE( ProbeManager_RegisterProbes );
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// TODO: We need to work this out...
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//
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// 1. Why do we register and unregister lights on every
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// render when they don't often change... shouldn't we
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// just register once and keep them?
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//
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// 2. If we do culling of lights should this happen as part
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// of registration or somewhere else?
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//
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// Grab the lights to process.
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Vector<SceneObject*> activeLights;
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const U32 lightMask = LightObjectType;
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if ( staticLighting || !frustum )
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{
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// We're processing static lighting or want all the lights
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// in the container registerd... so no culling.
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getSceneManager()->getContainer()->findObjectList( lightMask, &activeLights );
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}
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else
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{
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// Cull the lights using the frustum.
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getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
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/* supress light culling filter until we can sort out why that's misbehaving with dynamic cube mapping
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for (U32 i = 0; i < activeLights.size(); ++i)
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{
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if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
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{
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activeLights.erase(i);
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--i;
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}
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}
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*/
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// Store the culling position for sun placement
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// later... see setSpecialLight.
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mCullPos = frustum->getPosition();
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// HACK: Make sure the control object always gets
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// processed as lights mounted to it don't change
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// the shape bounds and can often get culled.
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GameConnection *conn = GameConnection::getConnectionToServer();
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if ( conn->getControlObject() )
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{
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GameBase *conObject = conn->getControlObject();
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activeLights.push_back_unique( conObject );
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}
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}
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// Let the lights register themselves.
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/*for ( U32 i = 0; i < activeLights.size(); i++ )
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{
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ISceneLight *lightInterface = dynamic_cast<ISceneLight*>( activeLights[i] );
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if ( lightInterface )
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lightInterface->submitLights( this, staticLighting );
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}*/
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}
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void ProbeManager::registerSkylight(ProbeInfo *probe, SimObject *obj)
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{
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mSkylight = probe;
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if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
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{
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SceneRenderState* state = mSceneManager->getCurrentRenderState();
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RenderPassManager *renderPass = state->getRenderPass();
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// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
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ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
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probeInst->set(probe);
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probeInst->type = RenderPassManager::RIT_Probes;
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// Submit our RenderInst to the RenderPassManager
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state->getRenderPass()->addInst(probeInst);
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}
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}
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void ProbeManager::registerProbe(ProbeInfo *probe, SimObject *obj )
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{
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// AssertFatal( !mRegisteredProbes.contains(probe),
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//"ProbeManager::registerGlobalLight - This light is already registered!" );
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if (!mRegisteredProbes.contains(probe))
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mRegisteredProbes.push_back(probe);
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if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
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{
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SceneRenderState* state = mSceneManager->getCurrentRenderState();
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RenderPassManager *renderPass = state->getRenderPass();
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// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
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ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
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probeInst->set(probe);
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probeInst->type = RenderPassManager::RIT_Probes;
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// Submit our RenderInst to the RenderPassManager
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state->getRenderPass()->addInst(probeInst);
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}
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}
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void ProbeManager::unregisterProbe(ProbeInfo *probe )
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{
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mRegisteredProbes.unregisterProbe(probe);
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// If this is the sun... clear the special light too.
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if (probe == mSpecialProbes[SkylightProbeType] )
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dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
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}
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void ProbeManager::unregisterAllProbes()
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{
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//dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
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mRegisteredProbes.clear();
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mSkylight = nullptr;
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}
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void ProbeManager::getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const
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{
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list->merge( mRegisteredProbes );
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}
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ProbeShaderConstants* ProbeManager::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
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{
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if (!buffer)
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return NULL;
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PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
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GFXShader* shader = buffer->getShader();
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// Check to see if this is the same shader, we'll get hit repeatedly by
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// the same one due to the render bin loops.
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if (mLastShader.getPointer() != shader)
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{
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ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
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if (iter != mConstantLookup.end())
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{
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mLastConstants = iter->value;
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}
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else
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{
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ProbeShaderConstants* psc = new ProbeShaderConstants();
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mConstantLookup[shader] = psc;
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mLastConstants = psc;
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}
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// Set our new shader
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mLastShader = shader;
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}
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mLastConstants = new ProbeShaderConstants();
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// Make sure that our current lighting constants are initialized
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if (!mLastConstants->mInit)
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mLastConstants->init(shader);
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return mLastConstants;
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}
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void ProbeManager::_update4ProbeConsts( const SceneData &sgData,
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MatrixSet &matSet,
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GFXShaderConstHandle *probePositionSC,
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GFXShaderConstHandle *probeRadiusSC,
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GFXShaderConstHandle *probeBoxMinSC,
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GFXShaderConstHandle *probeBoxMaxSC,
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GFXShaderConstHandle *probeCubemapSC,
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GFXShaderConstHandle *probeIsSphereSC,
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GFXShaderConstHandle *probeLocalPosSC,
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GFXShaderConstBuffer *shaderConsts )
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{
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PROFILE_SCOPE( ProbeManager_Update4ProbeConsts );
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// Skip over gathering lights if we don't have to!
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if (probePositionSC->isValid() ||
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probeRadiusSC->isValid() ||
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probeBoxMinSC->isValid() ||
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probeBoxMaxSC->isValid() ||
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probeCubemapSC->isValid() && (!mRegisteredProbes.empty() || mSkylight))
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{
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PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
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static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
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static AlignedArray<F32> probeRadius(4, sizeof(F32));
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static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
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static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
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static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
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static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
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//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
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F32 range;
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// Need to clear the buffers so that we don't leak
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// lights from previous passes or have NaNs.
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dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
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dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
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dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
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dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
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|
dMemset(probeLocalPositions.getBuffer(), 0, probeLocalPositions.getBufferSize());
|
|
dMemset(probeIsSphere.getBuffer(), 0, probeRadius.getBufferSize());
|
|
//dMemset(probeCubemap.getBuffer(), 0, probeCubemap.getBufferSize());
|
|
|
|
matSet.restoreSceneViewProjection();
|
|
|
|
const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
|
|
|
|
// Gather the data for the first 4 probes.
|
|
const ProbeInfo *probe;
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
if (i >= mRegisteredProbes.size())
|
|
break;
|
|
|
|
if (i == 0 && mSkylight)
|
|
{
|
|
//quickly try and see if we have a skylight, and set that to always be probe 0
|
|
probe = mSkylight;
|
|
}
|
|
else
|
|
{
|
|
probe = mRegisteredProbes[i];
|
|
}
|
|
|
|
if (!probe)
|
|
continue;
|
|
|
|
// The light positions and spot directions are
|
|
// in SoA order to make optimal use of the GPU.
|
|
const Point3F &probePos = probe->getPosition();
|
|
probePositions[i].x = probePos.x;
|
|
probePositions[i].y = probePos.y;
|
|
probePositions[i].z = probePos.z;
|
|
|
|
probeRadius[i] = probe->mRadius;
|
|
|
|
const Point3F &minExt = probe->mBounds.minExtents;
|
|
probeBoxMins[i].x = minExt.x;
|
|
probeBoxMins[i].y = minExt.y;
|
|
probeBoxMins[i].z = minExt.z;
|
|
|
|
const Point3F &maxExt = probe->mBounds.maxExtents;
|
|
probeBoxMaxs[i].x = maxExt.x;
|
|
probeBoxMaxs[i].y = maxExt.y;
|
|
probeBoxMaxs[i].z = maxExt.z;
|
|
|
|
probeIsSphere[i] = probe->mProbeShapeType == ProbeInfo::Sphere ? 1.0 : 0.0;
|
|
|
|
Point3F localProbePos;
|
|
worldToCameraXfm.mulP(probe->getPosition(), &localProbePos);
|
|
|
|
probeLocalPositions[i].x = localProbePos.x;
|
|
probeLocalPositions[i].y = localProbePos.y;
|
|
probeLocalPositions[i].z = localProbePos.z;
|
|
|
|
if (probe->mCubemap && !probe->mCubemap->isNull())
|
|
{
|
|
S32 samplerReg = probeCubemapSC->getSamplerRegister();
|
|
|
|
if(samplerReg != -1)
|
|
GFX->setCubeTexture(samplerReg + i, probe->mCubemap->getPointer());
|
|
}
|
|
}
|
|
|
|
shaderConsts->setSafe(probePositionSC, probePositions);
|
|
shaderConsts->setSafe(probeRadiusSC, probeRadius);
|
|
shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
|
|
shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
|
|
shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
|
|
shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
|
|
|
|
//
|
|
|
|
//shaderConsts->setSafe(lightSpotAngleSC, lightSpotAngle);
|
|
//shaderConsts->setSafe(lightSpotFalloffSC, lightSpotFalloff);
|
|
}
|
|
else
|
|
{
|
|
/*if (probe->mCubemap && !probe->mCubemap->isNull())
|
|
{
|
|
GFX->setCubeTexture(1, probe->mCubemap->getPointer());
|
|
}*/
|
|
if (probeCubemapSC->isValid())
|
|
{
|
|
for(U32 i=0; i < 4; ++i)
|
|
GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ProbeManager::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);
|
|
|
|
//ProbeInfo *probe;
|
|
//probe = mRegisteredProbes[0];
|
|
|
|
// 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->mProbePositionSC,
|
|
psc->mProbeRadiusSC,
|
|
psc->mProbeBoxMinSC,
|
|
psc->mProbeBoxMaxSC,
|
|
psc->mProbeCubemapSC,
|
|
psc->mProbeIsSphereSC,
|
|
psc->mProbeLocalPosSC,
|
|
shaderConsts );
|
|
|
|
// Static
|
|
/*if (lsm && light->getCastShadows())
|
|
{
|
|
if (psc->mWorldToLightProjSC->isValid())
|
|
shaderConsts->set(psc->mWorldToLightProjSC,
|
|
lsm->getWorldToLightProj(),
|
|
psc->mWorldToLightProjSC->getType());
|
|
|
|
if (psc->mViewToLightProjSC->isValid())
|
|
{
|
|
// TODO: Should probably cache these results and
|
|
// not do this mul here on every material that needs
|
|
// this transform.
|
|
|
|
shaderConsts->set(psc->mViewToLightProjSC,
|
|
lsm->getWorldToLightProj() * state->getCameraTransform(),
|
|
psc->mViewToLightProjSC->getType());
|
|
}
|
|
|
|
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize());
|
|
|
|
// Do this last so that overrides can properly override parameters previously set
|
|
lsm->setShaderParameters(shaderConsts, psc);
|
|
}
|
|
else
|
|
{
|
|
if (psc->mViewToLightProjSC->isValid())
|
|
{
|
|
// TODO: Should probably cache these results and
|
|
// not do this mul here on every material that needs
|
|
// this transform.
|
|
MatrixF proj;
|
|
light->getWorldToLightProj(&proj);
|
|
|
|
shaderConsts->set(psc->mViewToLightProjSC,
|
|
proj * state->getCameraTransform(),
|
|
psc->mViewToLightProjSC->getType());
|
|
}
|
|
}
|
|
|
|
// Dynamic
|
|
if (dynamicShadowMap)
|
|
{
|
|
if (psc->mDynamicWorldToLightProjSC->isValid())
|
|
shaderConsts->set(psc->mDynamicWorldToLightProjSC,
|
|
dynamicShadowMap->getWorldToLightProj(),
|
|
psc->mDynamicWorldToLightProjSC->getType());
|
|
|
|
if (psc->mDynamicViewToLightProjSC->isValid())
|
|
{
|
|
// TODO: Should probably cache these results and
|
|
// not do this mul here on every material that needs
|
|
// this transform.
|
|
|
|
shaderConsts->set(psc->mDynamicViewToLightProjSC,
|
|
dynamicShadowMap->getWorldToLightProj() * state->getCameraTransform(),
|
|
psc->mDynamicViewToLightProjSC->getType());
|
|
}
|
|
|
|
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)dynamicShadowMap->getTexSize());
|
|
|
|
// Do this last so that overrides can properly override parameters previously set
|
|
dynamicShadowMap->setShaderParameters(shaderConsts, psc);
|
|
}
|
|
else
|
|
{
|
|
if (psc->mDynamicViewToLightProjSC->isValid())
|
|
{
|
|
// TODO: Should probably cache these results and
|
|
// not do this mul here on every material that needs
|
|
// this transform.
|
|
MatrixF proj;
|
|
light->getWorldToLightProj(&proj);
|
|
|
|
shaderConsts->set(psc->mDynamicViewToLightProjSC,
|
|
proj * state->getCameraTransform(),
|
|
psc->mDynamicViewToLightProjSC->getType());
|
|
}
|
|
}*/
|
|
}
|
|
|
|
/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
|
|
bool ProbeManager::setTextureStage(const SceneData &sgData,
|
|
const U32 currTexFlag,
|
|
const U32 textureSlot,
|
|
GFXShaderConstBuffer *shaderConsts,
|
|
ShaderConstHandles *handles)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
AvailableSLInterfaces* ProbeManager::getSceneLightingInterface()
|
|
{
|
|
//if ( !mAvailableSLInterfaces )
|
|
// mAvailableSLInterfaces = new AvailableSLInterfaces();
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*bool ProbeManager::lightScene( const char* callback, const char* param )
|
|
{
|
|
BitSet32 flags = 0;
|
|
|
|
if ( param )
|
|
{
|
|
if ( !dStricmp( param, "forceAlways" ) )
|
|
flags.set( SceneLighting::ForceAlways );
|
|
else if ( !dStricmp(param, "forceWritable" ) )
|
|
flags.set( SceneLighting::ForceWritable );
|
|
else if ( !dStricmp(param, "loadOnly" ) )
|
|
flags.set( SceneLighting::LoadOnly );
|
|
}
|
|
|
|
// The SceneLighting object will delete itself
|
|
// once the lighting process is complete.
|
|
SceneLighting* sl = new SceneLighting( getSceneLightingInterface() );
|
|
return sl->lightScene( callback, flags );
|
|
}*/
|
|
|
|
/*RenderDeferredMgr* ProbeManager::_findDeferredRenderBin()
|
|
{
|
|
RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
|
|
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
|
|
{
|
|
RenderBinManager *bin = rpm->getManager( i );
|
|
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
|
|
{
|
|
return ( RenderDeferredMgr* ) bin;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}*/
|
|
|
|
DefineEngineFunction( CreateProbeManager, bool, (),,
|
|
"Finds and activates the named light manager.\n"
|
|
"@return Returns true if the light manager is found and activated.\n"
|
|
"@ingroup Lighting\n" )
|
|
{
|
|
ProbeManager* probeManager = new ProbeManager();
|
|
|
|
if (probeManager != nullptr && gClientSceneGraph != nullptr)
|
|
{
|
|
probeManager->activate(gClientSceneGraph);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
DefineEngineFunction( resetProbeManager, void, (),,
|
|
"@brief Deactivates and then activates the currently active light manager."
|
|
"This causes most shaders to be regenerated and is often used when global "
|
|
"rendering changes have occured.\n"
|
|
"@ingroup Lighting\n" )
|
|
{
|
|
ProbeManager *pm = PROBEMGR;
|
|
if ( !pm)
|
|
return;
|
|
|
|
/*SceneManager *sm = lm->getSceneManager();
|
|
lm->deactivate();
|
|
lm->activate( sm );*/
|
|
}
|