Torque3D/Engine/source/renderInstance/renderProbeMgr.h

214 lines
6.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef RENDER_PROBE_MGR_H
#define RENDER_PROBE_MGR_H
#ifndef _RENDERBINMANAGER_H_
#include "renderInstance/renderBinManager.h"
#endif
#ifndef _MATINSTANCE_H_
#include "materials/matInstance.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
class ReflectProbeMatInstance : public MatInstance
{
typedef MatInstance Parent;
protected:
MaterialParameterHandle *mProbeParamsSC;
bool mInternalPass;
GFXStateBlockRef mProjectionState;
public:
ReflectProbeMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL){}
virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
};
class SkylightMatInstance : public MatInstance
{
typedef MatInstance Parent;
protected:
MaterialParameterHandle * mSkylightParamsSC;
bool mInternalPass;
GFXStateBlockRef mProjectionState;
public:
SkylightMatInstance(Material &mat) : Parent(mat), mSkylightParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
};
//**************************************************************************
// RenderObjectMgr
//**************************************************************************
class RenderProbeMgr : public RenderBinManager
{
typedef RenderBinManager Parent;
public:
typedef GFXVertexPNTT FarFrustumQuadVert;
protected:
struct ReflectProbeMaterialInfo
{
ReflectProbeMatInstance *matInstance;
// { zNear, zFar, 1/zNear, 1/zFar }
MaterialParameterHandle *zNearFarInvNearFar;
// Far frustum plane (World Space)
MaterialParameterHandle *farPlane;
// Far frustum plane (View Space)
MaterialParameterHandle *vsFarPlane;
// -dot( farPlane, eyePos )
MaterialParameterHandle *negFarPlaneDotEye;
// Inverse View matrix
MaterialParameterHandle *invViewMat;
// Light Parameters
MaterialParameterHandle *probeLSPos;
MaterialParameterHandle *probeWSPos;
MaterialParameterHandle *attenuation;
MaterialParameterHandle *radius;
MaterialParameterHandle *useCubemap;
MaterialParameterHandle *cubemap;
MaterialParameterHandle *cubeMips;
MaterialParameterHandle *eyePosWorld;
MaterialParameterHandle *bbMin;
MaterialParameterHandle *bbMax;
MaterialParameterHandle *useSphereMode;
MaterialParameterHandle *shTerms[9];
MaterialParameterHandle *shConsts[5];
ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
virtual ~ReflectProbeMaterialInfo();
void setViewParameters(const F32 zNear,
const F32 zFar,
const Point3F &eyePos,
const PlaneF &farPlane,
const PlaneF &_vsFarPlane,
const MatrixF &_inverseViewMatrix);
void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
};
struct SkylightMaterialInfo
{
SkylightMatInstance *matInstance;
// { zNear, zFar, 1/zNear, 1/zFar }
MaterialParameterHandle *zNearFarInvNearFar;
// Far frustum plane (World Space)
MaterialParameterHandle *farPlane;
// Far frustum plane (View Space)
MaterialParameterHandle *vsFarPlane;
// -dot( farPlane, eyePos )
MaterialParameterHandle *negFarPlaneDotEye;
// Inverse View matrix
MaterialParameterHandle *invViewMat;
MaterialParameterHandle *useCubemap;
MaterialParameterHandle *cubemap;
MaterialParameterHandle *eyePosWorld;
MaterialParameterHandle *shTerms[9];
MaterialParameterHandle *shConsts[5];
SkylightMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
virtual ~SkylightMaterialInfo();
void setViewParameters(const F32 zNear,
const F32 zFar,
const Point3F &eyePos,
const PlaneF &farPlane,
const PlaneF &_vsFarPlane,
const MatrixF &_inverseViewMatrix);
void setSkylightParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
};
GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
GFXVertexBufferHandle<GFXVertexPC> getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives);
// Convex geometry for lights
GFXVertexBufferHandle<GFXVertexPC> mSphereGeometry;
GFXPrimitiveBufferHandle mSphereIndices;
U32 mSpherePrimitiveCount;
public:
RenderProbeMgr();
RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
// RenderBinMgr
void _setupPerFrameParameters(const SceneRenderState *state);
virtual void addElement(RenderInst *inst);
virtual void render(SceneRenderState * state);
// ConsoleObject
static void initPersistFields();
DECLARE_CONOBJECT(RenderProbeMgr);
ReflectProbeMaterialInfo* mReflectProbeMaterial;
ReflectProbeMaterialInfo* _getReflectProbeMaterial();
SkylightMaterialInfo* mSkylightMaterial;
SkylightMaterialInfo* _getSkylightMaterial();
// Add a reflection probe to the bin
void addSkylightProbe(ProbeRenderInst *probeInfo);
void addSphereReflectionProbe(ProbeRenderInst *probeInfo);
void addConvexReflectionProbe(ProbeRenderInst *probeInfo);
};
#endif // RENDER_PROBE_MGR_H