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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "lighting/probeManager.h"
- #include "console/console.h"
- #include "console/consoleTypes.h"
- #include "core/util/safeDelete.h"
- #include "console/sim.h"
- #include "console/simSet.h"
- #include "scene/sceneManager.h"
- #include "materials/materialManager.h"
- #include "materials/sceneData.h"
- #include "lighting/lightInfo.h"
- #include "lighting/lightingInterfaces.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "gfx/gfxStringEnumTranslate.h"
- #include "console/engineAPI.h"
- #include "renderInstance/renderDeferredMgr.h"
- #include "shaderGen/shaderGenVars.h"
- Signal<void(const char*,bool)> ProbeManager::smActivateSignal;
- ProbeManager *ProbeManager::smProbeManager = NULL;
- //
- //
- ProbeInfo::ProbeInfo()
- : mTransform(true),
- mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
- mPriority(1.0f),
- mScore(0.0f),
- mDebugRender(false),
- mCubemap(NULL),
- mIrradianceCubemap(NULL),
- mBRDFTexture(NULL),
- mRadius(1.0f),
- mIntensity(1.0f)
- {
- for (U32 i = 0; i < 5; ++i)
- {
- mSHConstants[i] = 0;
- }
- }
- ProbeInfo::~ProbeInfo()
- {
- SAFE_DELETE(mCubemap);
- }
- void ProbeInfo::set(const ProbeInfo *probeInfo)
- {
- mTransform = probeInfo->mTransform;
- mAmbient = probeInfo->mAmbient;
- mCubemap = probeInfo->mCubemap;
- mIrradianceCubemap = probeInfo->mIrradianceCubemap;
- mBRDFTexture = probeInfo->mBRDFTexture;
- mRadius = probeInfo->mRadius;
- mIntensity = probeInfo->mIntensity;
- mProbeShapeType = probeInfo->mProbeShapeType;
- numPrims = probeInfo->numPrims;
- numVerts = probeInfo->numVerts;
- numIndicesForPoly = probeInfo->numIndicesForPoly;
- mBounds = probeInfo->mBounds;
- for (U32 i = 0; i < 9; i++)
- {
- mSHTerms[i] = probeInfo->mSHTerms[i];
- }
- for (U32 i = 0; i < 5; i++)
- {
- mSHConstants[i] = probeInfo->mSHConstants[i];
- }
- }
- void ProbeInfo::getWorldToLightProj(MatrixF *outMatrix) const
- {
- *outMatrix = getTransform();
- outMatrix->inverse();
- }
- void ProbeInfoList::registerProbe(ProbeInfo *light)
- {
- if (!light)
- return;
- // just add the light, we'll try to scan for dupes later...
- push_back(light);
- }
- void ProbeInfoList::unregisterProbe(ProbeInfo *light)
- {
- // remove all of them...
- ProbeInfoList &list = *this;
- for (U32 i = 0; i<list.size(); i++)
- {
- if (list[i] != light)
- continue;
- // this moves last to i, which allows
- // the search to continue forward...
- list.erase_fast(i);
- // want to check this location again...
- i--;
- }
- }
- ProbeShaderConstants::ProbeShaderConstants()
- : mInit(false),
- mShader(NULL),
- mProbeParamsSC(NULL),
- mProbePositionSC(NULL),
- mProbeRadiusSC(NULL),
- mProbeBoxMinSC(NULL),
- mProbeBoxMaxSC(NULL),
- mProbeIsSphereSC(NULL),
- mProbeLocalPosSC(NULL),
- mProbeCubemapSC(NULL)
- {
- }
- ProbeShaderConstants::~ProbeShaderConstants()
- {
- if (mShader.isValid())
- {
- mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
- mShader = NULL;
- }
- }
- void ProbeShaderConstants::init(GFXShader* shader)
- {
- if (mShader.getPointer() != shader)
- {
- if (mShader.isValid())
- mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
- mShader = shader;
- mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
- }
- mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
- //Reflection Probes
- mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
- mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
- mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
- mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
- mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
- mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
- mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
- mInit = true;
- }
- void ProbeShaderConstants::_onShaderReload()
- {
- if (mShader.isValid())
- init(mShader);
- }
- ProbeManager::ProbeManager()
- : mDefaultProbe( NULL ),
- mSceneManager( NULL ),
- mCullPos( Point3F::Zero )
- {
- dMemset( &mSpecialProbes, 0, sizeof(mSpecialProbes) );
- mLastShader = NULL;
- mLastConstants = NULL;
- }
- ProbeManager::~ProbeManager()
- {
- }
- ProbeInfo* ProbeManager::createProbeInfo(ProbeInfo* probe /* = NULL */)
- {
- ProbeInfo *outProbe = (probe != NULL) ? probe : new ProbeInfo;
- /*ProbeManagerMap &ProbeManagers = _getProbeManagers();
- ProbeManagerMap::Iterator iter = ProbeManagers.begin();
- for ( ; iter != ProbeManagers.end(); iter++ )
- {
- ProbeManager *lm = iter->value;
- lm->_addLightInfoEx( outLight );
- }*/
- return outProbe;
- }
- /*void ProbeManager::initLightFields()
- {
- ProbeManagerMap &ProbeManagers = _getProbeManagers();
- ProbeManagerMap::Iterator iter = ProbeManagers.begin();
- for ( ; iter != ProbeManagers.end(); iter++ )
- {
- ProbeManager *lm = iter->value;
- lm->_initLightFields();
- }
- }*/
- IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerActivate, void, ( const char *name ), ( name ),
- "A callback called by the engine when a light manager is activated.\n"
- "@param name The name of the light manager being activated.\n"
- "@ingroup Lighting\n" );
- void ProbeManager::activate( SceneManager *sceneManager )
- {
- AssertFatal( sceneManager, "ProbeManager::activate() - Got null scene manager!" );
- //AssertFatal( mIsActive == false, "ProbeManager::activate() - Already activated!" );
- AssertFatal(smProbeManager == NULL, "ProbeManager::activate() - A previous ProbeManager is still active!" );
- mSceneManager = sceneManager;
- smProbeManager = this;
- }
- IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerDeactivate, void, ( const char *name ), ( name ),
- "A callback called by the engine when a light manager is deactivated.\n"
- "@param name The name of the light manager being deactivated.\n"
- "@ingroup Lighting\n" );
- void ProbeManager::deactivate()
- {
- //AssertFatal( mIsActive == true, "ProbeManager::deactivate() - Already deactivated!" );
- AssertFatal( smProbeManager == this, "ProbeManager::activate() - This isn't the active light manager!" );
- //if( Sim::getRootGroup() ) // To protect against shutdown.
- // onProbeManagerDeactivate_callback( getName() );
- //mIsActive = false;
- mSceneManager = NULL;
- smProbeManager = NULL;
- // Just in case... make sure we're all clear.
- unregisterAllProbes();
- }
- ProbeInfo* ProbeManager::getDefaultLight()
- {
- // The sun is always our default light when
- // when its registered.
- if ( mSpecialProbes[ ProbeManager::SkylightProbeType ] )
- return mSpecialProbes[ ProbeManager::SkylightProbeType ];
- // Else return a dummy special light.
- //if ( !mDefaultLight )
- // mDefaultLight = createLightInfo();
- return NULL;
- }
- ProbeInfo* ProbeManager::getSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, bool useDefault )
- {
- //if ( mSpecialLights[type] )
- // return mSpecialLights[type];
- if ( useDefault )
- return getDefaultLight();
- return NULL;
- }
- void ProbeManager::setSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, ProbeInfo *probe )
- {
- if (probe && type == SkylightProbeType )
- {
- // The sun must be specially positioned and ranged
- // so that it can be processed like a point light
- // in the stock light shader used by Basic Lighting.
-
- probe->setPosition( mCullPos - (probe->getDirection() * 10000.0f ) );
- probe->mRadius = 2000000.0f;
- }
- mSpecialProbes[type] = probe;
- registerProbe(probe, NULL );
- }
- void ProbeManager::registerProbes( const Frustum *frustum, bool staticLighting )
- {
- PROFILE_SCOPE( ProbeManager_RegisterProbes );
- // TODO: We need to work this out...
- //
- // 1. Why do we register and unregister lights on every
- // render when they don't often change... shouldn't we
- // just register once and keep them?
- //
- // 2. If we do culling of lights should this happen as part
- // of registration or somewhere else?
- //
- // Grab the lights to process.
- Vector<SceneObject*> activeLights;
- const U32 lightMask = LightObjectType;
-
- if ( staticLighting || !frustum )
- {
- // We're processing static lighting or want all the lights
- // in the container registerd... so no culling.
- getSceneManager()->getContainer()->findObjectList( lightMask, &activeLights );
- }
- else
- {
- // Cull the lights using the frustum.
- getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
- /* supress light culling filter until we can sort out why that's misbehaving with dynamic cube mapping
- for (U32 i = 0; i < activeLights.size(); ++i)
- {
- if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
- {
- activeLights.erase(i);
- --i;
- }
- }
- */
- // Store the culling position for sun placement
- // later... see setSpecialLight.
- mCullPos = frustum->getPosition();
- // HACK: Make sure the control object always gets
- // processed as lights mounted to it don't change
- // the shape bounds and can often get culled.
- GameConnection *conn = GameConnection::getConnectionToServer();
- if ( conn->getControlObject() )
- {
- GameBase *conObject = conn->getControlObject();
- activeLights.push_back_unique( conObject );
- }
- }
- // Let the lights register themselves.
- /*for ( U32 i = 0; i < activeLights.size(); i++ )
- {
- ISceneLight *lightInterface = dynamic_cast<ISceneLight*>( activeLights[i] );
- if ( lightInterface )
- lightInterface->submitLights( this, staticLighting );
- }*/
- }
- void ProbeManager::registerSkylight(ProbeInfo *probe, SimObject *obj)
- {
- mSkylight = probe;
- if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
- {
- SceneRenderState* state = mSceneManager->getCurrentRenderState();
- RenderPassManager *renderPass = state->getRenderPass();
- // Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
- ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
- probeInst->set(probe);
- probeInst->type = RenderPassManager::RIT_Probes;
- // Submit our RenderInst to the RenderPassManager
- state->getRenderPass()->addInst(probeInst);
- }
- }
- void ProbeManager::registerProbe(ProbeInfo *probe, SimObject *obj )
- {
- // AssertFatal( !mRegisteredProbes.contains(probe),
- //"ProbeManager::registerGlobalLight - This light is already registered!" );
- if (!mRegisteredProbes.contains(probe))
- mRegisteredProbes.push_back(probe);
- if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
- {
- SceneRenderState* state = mSceneManager->getCurrentRenderState();
- RenderPassManager *renderPass = state->getRenderPass();
- // Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
- ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
- probeInst->set(probe);
- probeInst->type = RenderPassManager::RIT_Probes;
- // Submit our RenderInst to the RenderPassManager
- state->getRenderPass()->addInst(probeInst);
- }
- }
- void ProbeManager::unregisterProbe(ProbeInfo *probe )
- {
- mRegisteredProbes.unregisterProbe(probe);
- // If this is the sun... clear the special light too.
- if (probe == mSpecialProbes[SkylightProbeType] )
- dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
- }
- void ProbeManager::unregisterAllProbes()
- {
- //dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
- mRegisteredProbes.clear();
- mSkylight = nullptr;
- }
- void ProbeManager::getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const
- {
- list->merge( mRegisteredProbes );
- }
- ProbeShaderConstants* ProbeManager::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
- {
- if (!buffer)
- return NULL;
- PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
- GFXShader* shader = buffer->getShader();
- // 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())
- {
- mLastConstants = iter->value;
- }
- else
- {
- ProbeShaderConstants* psc = new ProbeShaderConstants();
- mConstantLookup[shader] = psc;
- mLastConstants = psc;
- }
- // Set our new shader
- mLastShader = shader;
- }
- mLastConstants = new ProbeShaderConstants();
- // Make sure that our current lighting constants are initialized
- if (!mLastConstants->mInit)
- mLastConstants->init(shader);
- return mLastConstants;
- }
- void ProbeManager::_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() && (!mRegisteredProbes.empty() || mSkylight))
- {
- 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 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 );*/
- }
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