mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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942 lines
30 KiB
C++
942 lines
30 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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#include "shaderGen/shaderGenVars.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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#include "postFx/postEffect.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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RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL;
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bool RenderProbeMgr::smRenderReflectionProbes = true;
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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 = (*(ProbeRenderInst**)a);
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const ProbeRenderInst* pReflectProbeB = (*(ProbeRenderInst**)b);
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//sort by score
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return pReflectProbeA->mScore - pReflectProbeB->mScore;
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}
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//
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//
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ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
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mTransform(true),
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mDirty(false),
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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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numPrims(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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ProbeRenderInst::~ProbeRenderInst()
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{
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if (mCubemap && mCubemap.isValid())
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{
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mCubemap.free();
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}
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if (mIrradianceCubemap && mIrradianceCubemap.isValid())
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{
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mIrradianceCubemap.free();
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}
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if (mBRDFTexture && mBRDFTexture->isValid())
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{
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mBRDFTexture->free();
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}
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}
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void ProbeRenderInst::set(const ProbeRenderInst *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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mIsSkylight = probeInfo->mIsSkylight;
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mScore = probeInfo->mScore;
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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 ProbeRenderInst::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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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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mProbeCountSC(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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mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
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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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//
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//
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bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
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{
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mShaderMat = nullptr;
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bool success = Parent::init(features, vertexFormat);
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// If the initialization failed don't continue.
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if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
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return false;
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mShaderMat = static_cast<ProcessedShaderMaterial*>(getShaderMaterial());
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mShaderMat->init(features, vertexFormat, mFeaturesDelegate);
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//mShaderMat->setMaterialParameters(mDefaultParameters, 0);
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return true;
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}
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bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
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{
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if (!Parent::setupPass(state, sgData))
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return false;
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AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
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const RenderPassData *rpd = mProcessedMaterial->getPass(0);
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AssertFatal(rpd, "No render pass data!");
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AssertFatal(rpd->mRenderStates[0], "No render state 0!");
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if (!mProjectionState)
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{
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GFXStateBlockDesc desc;
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desc.setZReadWrite(false);
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desc.zWriteEnable = false;
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desc.setCullMode(GFXCullNone);
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desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvDestAlpha, GFXBlendOpAdd);
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mProjectionState = GFX->createStateBlock(desc);
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}
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// Now override stateblock with our own
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GFX->setStateBlock(mProjectionState);
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return true;
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}
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//
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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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mReflectProbeMaterial(nullptr),
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mLastShader(nullptr),
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mLastConstants(nullptr)
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{
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String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
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mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
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mEffectiveProbeCount = 0;
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mProbeArrayEffect = nullptr;
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numProbesSC = nullptr;
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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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void RenderProbeMgr::registerProbe(U32 probeIdx)
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{
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//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
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if (probeIdx >= ProbeRenderInst::all.size())
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return;
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mRegisteredProbes.push_back_unique(probeIdx);
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//rebuild our probe data
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//_setupStaticParameters();
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}
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void RenderProbeMgr::unregisterProbe(U32 probeIdx)
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{
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//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
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if (probeIdx >= ProbeRenderInst::all.size())
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return;
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mRegisteredProbes.remove(probeIdx);
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//rebuild our probe data
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//_setupStaticParameters();
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}
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//
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//
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PostEffect* RenderProbeMgr::getProbeArrayEffect()
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{
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if (!mProbeArrayEffect)
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{
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mProbeArrayEffect = dynamic_cast<PostEffect*>(Sim::findObject("reflectionProbeArrayPostFX"));
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if (!mProbeArrayEffect)
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return nullptr;
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}
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return mProbeArrayEffect;
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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::_setupStaticParameters()
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{
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//Array rendering
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U32 probeCount = ProbeRenderInst::all.size();
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mEffectiveProbeCount = 0;
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probePositions.setSize(MAXPROBECOUNT);
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probeWorldToObj.setSize(MAXPROBECOUNT);
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probeBBMin.setSize(MAXPROBECOUNT);
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probeBBMax.setSize(MAXPROBECOUNT);
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probeUseSphereMode.setSize(MAXPROBECOUNT);
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probeRadius.setSize(MAXPROBECOUNT);
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probeAttenuation.setSize(MAXPROBECOUNT);
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cubeMaps.setSize(MAXPROBECOUNT);
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irradMaps.setSize(MAXPROBECOUNT);
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for (U32 i = 0; i < probeCount; i++)
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{
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if (mEffectiveProbeCount >= MAXPROBECOUNT)
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break;
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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->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
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continue;
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if (!curEntry->mCubemap->isInitialised())
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continue;
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if (curEntry->mIsSkylight)
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continue;
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//Setup
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const Point3F &probePos = curEntry->getPosition();
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probePositions[i] = probePos + curEntry->mProbePosOffset;
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MatrixF trans = curEntry->getTransform();
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trans.inverse();
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probeWorldToObj[i] = trans;
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probeBBMin[i] = curEntry->mBounds.minExtents;
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probeBBMax[i] = curEntry->mBounds.maxExtents;
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probeUseSphereMode[i] = Point4F(curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0, 0,0,0);
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probeRadius[i] = Point4F(curEntry->mRadius,0,0,0);
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probeAttenuation[i] = Point4F(1, 0, 0, 0);
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cubeMaps[i] = curEntry->mCubemap;
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irradMaps[i] = curEntry->mIrradianceCubemap;
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mEffectiveProbeCount++;
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}
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if (mEffectiveProbeCount != 0)
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{
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mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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mCubemapArray->initStatic(cubeMaps.address(), mEffectiveProbeCount);
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mIrradArray->initStatic(irradMaps.address(), mEffectiveProbeCount);
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}
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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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ReflectProbeMaterialInfo* reflProbeMat = 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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RenderProbeMgr::ReflectProbeMaterialInfo* RenderProbeMgr::getReflectProbeMaterial()
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{
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PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
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//ReflectProbeMaterialInfo *info = NULL;
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if (!mReflectProbeMaterial)
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// Now create the material info object.
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mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
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getGFXVertexFormat<GFXVertexPC>());
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return mReflectProbeMaterial;
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}
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ProbeShaderConstants* RenderProbeMgr::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
|
|
// the same one due to the render bin loops.
|
|
if (mLastShader.getPointer() != shader)
|
|
{
|
|
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
|
|
if (iter != mConstantLookup.end())
|
|
{
|
|
mLastForwardConstants = iter->value;
|
|
}
|
|
else
|
|
{
|
|
ProbeShaderConstants* psc = new ProbeShaderConstants();
|
|
mConstantLookup[shader] = psc;
|
|
|
|
mLastForwardConstants = psc;
|
|
}
|
|
|
|
// Set our new shader
|
|
mLastShader = shader;
|
|
}
|
|
|
|
mLastForwardConstants = new ProbeShaderConstants();
|
|
|
|
// Make sure that our current lighting constants are initialized
|
|
if (!mLastForwardConstants->mInit)
|
|
mLastForwardConstants->init(shader);
|
|
|
|
return mLastForwardConstants;
|
|
}
|
|
|
|
void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
|
|
MatrixSet &matSet,
|
|
GFXShaderConstHandle *probePositionSC,
|
|
GFXShaderConstHandle *probeRadiusSC,
|
|
GFXShaderConstHandle *probeBoxMinSC,
|
|
GFXShaderConstHandle *probeBoxMaxSC,
|
|
GFXShaderConstHandle *probeCubemapSC,
|
|
GFXShaderConstHandle *probeIsSphereSC,
|
|
GFXShaderConstHandle *probeLocalPosSC,
|
|
GFXShaderConstBuffer *shaderConsts)
|
|
{
|
|
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
|
|
|
|
// Skip over gathering lights if we don't have to!
|
|
if (probePositionSC->isValid() ||
|
|
probeRadiusSC->isValid() ||
|
|
probeBoxMinSC->isValid() ||
|
|
probeBoxMaxSC->isValid() ||
|
|
probeCubemapSC->isValid() && (!ProbeRenderInst::all.empty()))
|
|
{
|
|
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
|
|
|
|
static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
|
|
static AlignedArray<F32> probeRadius(4, sizeof(F32));
|
|
static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
|
|
static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
|
|
static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
|
|
static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
|
|
//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
|
|
F32 range;
|
|
|
|
// Need to clear the buffers so that we don't leak
|
|
// lights from previous passes or have NaNs.
|
|
dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
|
|
dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
|
|
dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
|
|
dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
|
|
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 ProbeRenderInst *probe;
|
|
for (U32 i = 0; i < 4; i++)
|
|
{
|
|
if (i >= ProbeRenderInst::all.size())
|
|
break;
|
|
|
|
probe = ProbeRenderInst::all[i];
|
|
|
|
if (!probe)
|
|
continue;
|
|
|
|
if (!probe->mIsEnabled)
|
|
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 == ProbeRenderInst::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 RenderProbeMgr::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);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// render objects
|
|
//-----------------------------------------------------------------------------
|
|
void RenderProbeMgr::render( SceneRenderState *state )
|
|
{
|
|
//PROFILE_SCOPE(RenderProbeMgr_render);
|
|
if (getProbeArrayEffect() == nullptr)
|
|
return;
|
|
|
|
// Early out if nothing to draw.
|
|
if (!ProbeRenderInst::all.size())
|
|
return;
|
|
|
|
if (!RenderProbeMgr::smRenderReflectionProbes)
|
|
return;
|
|
|
|
if (mEffectiveProbeCount == 0)
|
|
_setupStaticParameters(); //return;
|
|
|
|
GFXTransformSaver saver;
|
|
|
|
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
|
|
|
|
// Initialize and set the per-frame parameters after getting
|
|
// the vector light material as we use lazy creation.
|
|
//_setupPerFrameParameters(state);
|
|
|
|
//Specular
|
|
//PROFILE_START(RenderProbeManager_ReflectProbeRender);
|
|
|
|
// If this is a non-diffuse pass or we have no objects to
|
|
// render then tell the effect to skip rendering.
|
|
if (!state->isDiffusePass()/* || binSize == 0*/)
|
|
{
|
|
getProbeArrayEffect()->setSkip(true);
|
|
return;
|
|
}
|
|
|
|
//Array rendering
|
|
U32 probeCount = ProbeRenderInst::all.size();
|
|
|
|
if (probeCount == 0)
|
|
return;
|
|
|
|
if (mEffectiveProbeCount != 0)
|
|
{
|
|
//These will in theory be set by the postFX
|
|
/*NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
|
|
if (deferredTarget)
|
|
GFX->setTexture(0, deferredTarget->getTexture());
|
|
else
|
|
GFX->setTexture(0, NULL);
|
|
|
|
NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
|
|
if (colorTarget)
|
|
GFX->setTexture(1, colorTarget->getTexture());
|
|
else
|
|
GFX->setTexture(1, NULL);
|
|
|
|
NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
|
|
if (matinfoTarget)
|
|
GFX->setTexture(2, matinfoTarget->getTexture());
|
|
else
|
|
GFX->setTexture(2, NULL);*/
|
|
|
|
/*if (mBrdfTexture)
|
|
{
|
|
GFX->setTexture(3, mBrdfTexture);
|
|
}
|
|
else
|
|
GFX->setTexture(3, NULL);*/
|
|
|
|
//GFX->setCubeArrayTexture(4, mCubemapArray);
|
|
//GFX->setCubeArrayTexture(5, mIrradArray);
|
|
mProbeArrayEffect->setCubemapArrayTexture(4, mCubemapArray);
|
|
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradArray);
|
|
|
|
U32 mips = ProbeRenderInst::all[0]->mCubemap.getPointer()->getMipMapLevels();
|
|
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mips);
|
|
|
|
mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount);
|
|
mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositions);
|
|
mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObj);
|
|
mProbeArrayEffect->setShaderConst("$bbMinArray", probeBBMin);
|
|
mProbeArrayEffect->setShaderConst("$bbMaxArray", probeBBMax);
|
|
mProbeArrayEffect->setShaderConst("$useSphereMode", probeUseSphereMode);
|
|
mProbeArrayEffect->setShaderConst("$radius", probeRadius);
|
|
mProbeArrayEffect->setShaderConst("$attenuation", probeAttenuation);
|
|
}
|
|
|
|
// Finish up.
|
|
//if (isRenderingToTarget)
|
|
// _onPostRender();
|
|
|
|
// Make sure the effect is gonna render.
|
|
getProbeArrayEffect()->setSkip(false);
|
|
|
|
//PROFILE_END();
|
|
}
|
|
|
|
//
|
|
//
|
|
RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
|
|
const GFXVertexFormat *vertexFormat)
|
|
: matInstance(NULL),
|
|
zNearFarInvNearFar(NULL),
|
|
farPlane(NULL),
|
|
vsFarPlane(NULL),
|
|
negFarPlaneDotEye(NULL),
|
|
probeWSPos(NULL),
|
|
attenuation(NULL),
|
|
radius(NULL),
|
|
cubeMips(NULL)
|
|
{
|
|
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
|
|
if (!mat)
|
|
return;
|
|
|
|
matInstance = new ReflectProbeMatInstance(*mat);
|
|
|
|
const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
|
|
|
|
for (U32 i = 0; i < macros.size(); i++)
|
|
matInstance->addShaderMacro(macros[i].name, macros[i].value);
|
|
|
|
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
|
|
|
|
attenuation = matInstance->getMaterialParameterHandle("$attenuation");
|
|
radius = matInstance->getMaterialParameterHandle("$radius");
|
|
probeLSPos = matInstance->getMaterialParameterHandle("$probeLSPos");
|
|
probeWSPos = matInstance->getMaterialParameterHandle("$probeWSPos");
|
|
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
|
|
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
|
|
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
|
|
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
|
|
|
|
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
|
|
|
|
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
|
|
cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
|
|
|
|
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
|
|
bbMin = matInstance->getMaterialParameterHandle("$bbMin");
|
|
bbMax = matInstance->getMaterialParameterHandle("$bbMax");
|
|
|
|
useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
|
|
|
|
probeCount = matInstance->getMaterialParameterHandle("$numProbes");
|
|
|
|
for (U32 i = 0; i < 9; i++)
|
|
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
|
|
|
|
for (U32 i = 0; i < 5; i++)
|
|
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
|
|
}
|
|
|
|
RenderProbeMgr::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
|
|
{
|
|
SAFE_DELETE(matInstance);
|
|
}
|
|
|
|
void RenderProbeMgr::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
|
|
const F32 _zFar,
|
|
const Point3F &_eyePos,
|
|
const PlaneF &_farPlane,
|
|
const PlaneF &_vsFarPlane)
|
|
{
|
|
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
|
|
|
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
|
|
|
|
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
|
|
|
|
if (negFarPlaneDotEye->isValid())
|
|
{
|
|
// -dot( farPlane, eyePos )
|
|
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
|
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
|
|
}
|
|
|
|
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
|
|
|
|
Point4F frPlane = *((const Point4F *)&_farPlane);
|
|
Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
|
|
Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
|
|
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
|
}
|
|
|
|
void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
|
|
{
|
|
//Set up the params
|
|
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
|
|
|
matParams->setSafe(radius, probeInfo->mRadius);
|
|
|
|
Point3F probePos = probeInfo->getPosition() + probeInfo->mProbePosOffset;
|
|
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
|
matParams->setSafe(probeWSPos, probePos);
|
|
|
|
worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
|
matParams->setSafe(probeLSPos, probePos);
|
|
|
|
// Get the attenuation falloff ratio and normalize it.
|
|
Point3F attenRatio = Point3F(0.0f, 1.0f, 1.0f);
|
|
F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
|
|
if (total > 0.0f)
|
|
attenRatio /= total;
|
|
|
|
F32 probeRadius = probeInfo->mRadius;
|
|
|
|
Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
|
|
(1.0f / (probeRadius * probeRadius)) * attenRatio.z);
|
|
|
|
matParams->setSafe(attenuation, attenParams);
|
|
|
|
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
|
|
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
|
|
NamedTexTarget* colorTexTarget = NamedTexTarget::find("color");
|
|
|
|
if (!deferredTexTarget || !matInfoTexTarget || !colorTexTarget)
|
|
{
|
|
Con::errorf("ProbeManager::ReflectProbeMaterialInfo::setProbeParameters: Could not retrieve gbuffer");
|
|
return;
|
|
}
|
|
|
|
//set textures
|
|
GFX->setTexture(0, deferredTexTarget->getTexture());
|
|
GFX->setTexture(1, colorTexTarget->getTexture());
|
|
GFX->setTexture(2, matInfoTexTarget->getTexture());
|
|
|
|
//Add some safety catches in the event the cubemaps aren't fully initialized yet
|
|
if (probeInfo->mCubemap == nullptr || probeInfo->mCubemap.isNull())
|
|
{
|
|
GFX->setCubeTexture(3, nullptr);
|
|
matParams->setSafe(cubeMips, 2.0f);
|
|
}
|
|
else
|
|
{
|
|
GFX->setCubeTexture(3, probeInfo->mCubemap.getPointer());
|
|
matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap.getPointer()->getMipMapLevels(), 2.0f));
|
|
}
|
|
|
|
if (probeInfo->mIrradianceCubemap == nullptr || probeInfo->mIrradianceCubemap.isNull())
|
|
GFX->setCubeTexture(4, nullptr);
|
|
else
|
|
GFX->setCubeTexture(4, probeInfo->mIrradianceCubemap.getPointer());
|
|
|
|
GFX->setTexture(5, probeInfo->mBRDFTexture->getPointer());
|
|
|
|
//set material params
|
|
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
|
|
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
|
|
matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
|
|
matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0f : 0.0f);
|
|
} |