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conversionwork courtessy of jeff. seeems float3f aligned arrays were nonfuncntional, so shifts a few over to float4s

Azaezel 6 rokov pred
rodič
commit
7837576de7

+ 129 - 163
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -638,198 +638,164 @@ void RenderProbeMgr::render( SceneRenderState *state )
 
    ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
 
-   /*for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
-   {
-	   ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
-
-	   if (!curEntry->mIsEnabled)
-		   continue;
-
-	   if (curEntry->numPrims == 0)
-		   continue;
-
-	   if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
-		   continue;
-
-	   if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
-		   break;
-
-	   if (curEntry->mIsSkylight)
-	   {
-		   //Setup
-		   MatrixF probeTrans = curEntry->getTransform();
-
-		   // Set geometry
-		   GFX->setVertexBuffer(curEntry->vertBuffer);
-		   GFX->setPrimitiveBuffer(curEntry->primBuffer);
-		   probeTrans.scale(10); //force it to be big enough to surround the camera
-		   sgData.objTrans = &probeTrans;
-		   skylightMat->setProbeParameters(curEntry, state, worldToCameraXfm);
-
-		   while (skylightMat->matInstance->setupPass(state, sgData))
-		   {
-			   // Set transforms
-			   matrixSet.setWorld(*sgData.objTrans);
-			   skylightMat->matInstance->setTransforms(matrixSet, state);
-			   skylightMat->matInstance->setSceneInfo(state, sgData);
-
-			   GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
-		   }
-	   }
-   }*/
+   if (reflProbeMat == nullptr || reflProbeMat->matInstance == nullptr)
+      return;
+
+   MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
+
+   MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
+
+   MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
+   MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
+   MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
+   MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
+   MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
+   MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
+   MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
 
    //Array rendering
    static U32 MAXPROBECOUNT = 50;
 
    U32 probeCount = ProbeRenderInst::all.size();
 
-   if (probeCount != 0)
+   if (probeCount == 0)
+      return;
+   MatrixF trans = MatrixF::Identity;
+   sgData.objTrans = &trans;
+
+   Vector<Point3F> probePositions;
+   Vector<MatrixF> probeWorldToObj;
+   Vector<Point3F> probeBBMin;
+   Vector<Point3F> probeBBMax;
+   Vector<float> probeUseSphereMode;
+   Vector<float> probeRadius;
+   Vector<float> probeAttenuation;
+
+   probePositions.setSize(MAXPROBECOUNT);
+   probeWorldToObj.setSize(MAXPROBECOUNT);
+   probeBBMin.setSize(MAXPROBECOUNT);
+   probeBBMax.setSize(MAXPROBECOUNT);
+   probeUseSphereMode.setSize(MAXPROBECOUNT);
+   probeRadius.setSize(MAXPROBECOUNT);
+   probeAttenuation.setSize(MAXPROBECOUNT);
+
+   Vector<GFXCubemapHandle> cubeMaps;
+   Vector<GFXCubemapHandle> irradMaps;
+
+   U32 effectiveProbeCount = 0;
+
+   for (U32 i = 0; i < probeCount; i++)
    {
-      MatrixF trans = MatrixF::Identity;
-      sgData.objTrans = &trans;
+      if (effectiveProbeCount >= MAXPROBECOUNT)
+         break;
 
-      AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
-      Vector<MatrixF> probeWorldToObj;
-      AlignedArray<Point3F> probeBBMin(MAXPROBECOUNT, sizeof(Point3F));
-      AlignedArray<Point3F> probeBBMax(MAXPROBECOUNT, sizeof(Point3F));
-      AlignedArray<float> probeUseSphereMode(MAXPROBECOUNT, sizeof(float));
-      AlignedArray<float> probeRadius(MAXPROBECOUNT, sizeof(float));
-      AlignedArray<float> probeAttenuation(MAXPROBECOUNT, sizeof(float));
+      ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
+      if (!curEntry->mIsEnabled)
+         continue;
 
-      dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
-      probeWorldToObj.setSize(MAXPROBECOUNT);
-      dMemset(probeBBMin.getBuffer(), 0, probeBBMin.getBufferSize());
-      dMemset(probeBBMax.getBuffer(), 0, probeBBMax.getBufferSize());
-      dMemset(probeUseSphereMode.getBuffer(), 0, probeUseSphereMode.getBufferSize());
-      dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
-      dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
+      if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
+         continue;
 
-      Vector<GFXCubemapHandle> cubeMaps;
-      Vector<GFXCubemapHandle> irradMaps;
+      if (!curEntry->mCubemap->isInitialised())
+         continue;
 
-      if (reflProbeMat && reflProbeMat->matInstance)
-      {
-         MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
+      if (curEntry->mIsSkylight)
+         continue;
 
-         MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
+      //Setup
+      const Point3F &probePos = curEntry->getPosition();
+      probePositions[i] = probePos + curEntry->mProbePosOffset;
 
-         MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
-         MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
-         MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
-         MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
-         MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
-         MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
-         MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
-         
-         U32 effectiveProbeCount = 0;
+      MatrixF trans = curEntry->getTransform();
+      trans.inverse();
 
-         for (U32 i = 0; i < probeCount; i++)
-         {
-            if (effectiveProbeCount >= MAXPROBECOUNT)
-               break;
+      probeWorldToObj.push_back(trans);
+
+      probeBBMin[i] = curEntry->mBounds.minExtents;
+      probeBBMax[i] = curEntry->mBounds.maxExtents;
 
-            ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
-            if (!curEntry->mIsEnabled)
-               continue;
+      probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
 
-            if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
-               continue;
+      probeRadius[i] = curEntry->mRadius;
+      probeAttenuation[i] = 1;
 
-            if (!curEntry->mCubemap->isInitialised())
-               continue;
+      cubeMaps.push_back(curEntry->mCubemap);
+      irradMaps.push_back(curEntry->mIrradianceCubemap);
 
+      effectiveProbeCount++;
+   }
 
-            //Setup
-            const Point3F &probePos = curEntry->getPosition();
-            probePositions[i] = probePos + curEntry->mProbePosOffset;
+   if (effectiveProbeCount != 0)
+   {
+      matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
 
-            MatrixF trans = curEntry->getTransform();
-            trans.inverse();
+      GFXCubemapArrayHandle mCubemapArray;
+      mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
 
-            probeWorldToObj[i] = trans;
+      GFXCubemapArrayHandle mIrradArray;
+      mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
 
-            probeBBMin[i] = curEntry->mBounds.minExtents;
-            probeBBMax[i] = curEntry->mBounds.maxExtents;
+      mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
+      mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
 
-            probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
+      NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
+      if (deferredTarget)
+         GFX->setTexture(0, deferredTarget->getTexture());
+      else
+         GFX->setTexture(0, NULL);
 
-            probeRadius[i] = curEntry->mRadius;
-            probeAttenuation[i] = 1;
+      NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
+      if (colorTarget)
+         GFX->setTexture(1, colorTarget->getTexture());
+      else
+         GFX->setTexture(1, NULL);
 
-            cubeMaps.push_back(curEntry->mCubemap);
-            irradMaps.push_back(curEntry->mIrradianceCubemap);
+      NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
+      if (matinfoTarget)
+         GFX->setTexture(2, matinfoTarget->getTexture());
+      else
+         GFX->setTexture(2, NULL);
 
-            effectiveProbeCount++;
-         }
+      if (mBrdfTexture)
+      {
+         GFX->setTexture(3, mBrdfTexture);
+      }
+      else
+         GFX->setTexture(3, NULL);
+
+
+      GFX->setCubeArrayTexture(4, mCubemapArray);
+      GFX->setCubeArrayTexture(5, mIrradArray);
+            //Final packing
+      AlignedArray<Point4F> _probePositions(effectiveProbeCount, sizeof(Point4F), (U8*)probePositions.address(), false);
+      AlignedArray<Point4F> _probeBBMin(effectiveProbeCount, sizeof(Point4F), (U8*)probeBBMin.address(), false);
+      AlignedArray<Point4F> _probeBBMax(effectiveProbeCount, sizeof(Point4F), (U8*)probeBBMax.address(), false);
+      AlignedArray<float> _probeUseSphereMode(effectiveProbeCount, sizeof(float), (U8*)probeUseSphereMode.address(), false);
+      AlignedArray<float> _probeRadius(effectiveProbeCount, sizeof(float), (U8*)probeRadius.address(), false);
+      AlignedArray<float> _probeAttenuation(effectiveProbeCount, sizeof(float), (U8*)probeAttenuation.address(), false);
+
+      matParams->set(probePositionSC, _probePositions);
+      matParams->set(probeWorldToObjSC, probeWorldToObj.address(), effectiveProbeCount);
+      matParams->set(probeBBMinSC, _probeBBMin);
+      matParams->set(probeBBMaxSC, _probeBBMax);
+      matParams->set(probeUseSphereModeSC, _probeUseSphereMode);
+      matParams->set(probeRadiusSC, _probeRadius);
+      matParams->set(probeAttenuationSC, _probeAttenuation);
+
+      // Set geometry
+      GFX->setVertexBuffer(mFarFrustumQuadVerts);
+      GFX->setPrimitiveBuffer(NULL);
+
+      while (reflProbeMat->matInstance->setupPass(state, sgData))
+      {
+         // Set transforms
+         matrixSet.setWorld(*sgData.objTrans);
+         reflProbeMat->matInstance->setTransforms(matrixSet, state);
+         reflProbeMat->matInstance->setSceneInfo(state, sgData);
 
-         if (effectiveProbeCount != 0)
-         {
-            matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
-
-            GFXCubemapArrayHandle mCubemapArray;
-            mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
-
-            GFXCubemapArrayHandle mIrradArray;
-            mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
-
-            mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
-            mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
-
-            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);
-
-            matParams->set(probePositionSC, probePositions);
-            matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
-            matParams->set(probeBBMinSC, probeBBMin);
-            matParams->set(probeBBMaxSC, probeBBMax);
-            matParams->set(probeUseSphereModeSC, probeUseSphereMode);
-            matParams->set(probeRadiusSC, probeRadius);
-            matParams->set(probeAttenuationSC, probeAttenuation);
-
-            // Set geometry
-            GFX->setVertexBuffer(mFarFrustumQuadVerts);
-            GFX->setPrimitiveBuffer(NULL);
-
-            while (reflProbeMat->matInstance->setupPass(state, sgData))
-            {
-               // Set transforms
-               matrixSet.setWorld(*sgData.objTrans);
-               reflProbeMat->matInstance->setTransforms(matrixSet, state);
-               reflProbeMat->matInstance->setSceneInfo(state, sgData);
-
-               GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
-            }
-         }
+          GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
       }
    }
-   //
-   //
 
    GFX->popActiveRenderTarget();
 

+ 10 - 10
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -21,10 +21,10 @@ uniform float cubeMips;
 uniform float numProbes;
 TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMapAR, 4);
 TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
-uniform float3    inProbePosArray[MAX_PROBES];
+uniform float4    inProbePosArray[MAX_PROBES];
 uniform float4x4  worldToObjArray[MAX_PROBES];
-uniform float3    bbMinArray[MAX_PROBES];
-uniform float3    bbMaxArray[MAX_PROBES];
+uniform float4    bbMinArray[MAX_PROBES];
+uniform float4    bbMaxArray[MAX_PROBES];
 uniform float     useSphereMode[MAX_PROBES];
 uniform float     radius[MAX_PROBES];
 uniform float2    attenuation[MAX_PROBES];
@@ -48,7 +48,7 @@ float3 boxProject(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3
 
 float3 iblBoxDiffuse( Surface surface, int id)
 {
-   float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
+   float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
    cubeN.z *=-1;
    return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
 }
@@ -64,7 +64,7 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
    float lod = surface.roughness*cubeMips;
    float3 r = reflect(surfToEye, surface.N);
    float3 cubeR = normalize(r);
-   cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
+   cubeR = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
 	
    float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMapAR,cubeR,id,lod).xyz * (brdf.x + brdf.y);
     
@@ -76,8 +76,8 @@ float defineBoxSpaceInfluence(Surface surface, int id)
     float tempAttenVal = 3.5; //replace with per probe atten
     float3 surfPosLS = mul( worldToObjArray[id], float4(surface.P,1.0)).xyz;
 
-    float3 boxMinLS = inProbePosArray[id]-(float3(1,1,1)*radius[id]);
-    float3 boxMaxLS = inProbePosArray[id]+(float3(1,1,1)*radius[id]);
+    float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*radius[0]);
+    float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*radius[0]);
 
     float boxOuterRange = length(boxMaxLS - boxMinLS);
     float boxInnerRange = boxOuterRange / tempAttenVal;
@@ -105,18 +105,18 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
 	float blendVal[MAX_PROBES];
    float3 surfToEye = normalize(surface.P - eyePosWorld);
 
-   int i;
+   int i = 0;
 	float blendSum = 0;
 	float invBlendSum = 0;
       
    for(i=0; i < numProbes; i++)
    {
-        float3 probeWS = inProbePosArray[i];
+        float3 probeWS = inProbePosArray[i].xyz;
         float3 L = probeWS - surface.P;
       
         if(useSphereMode[i])
         {
-            float3 L = inProbePosArray[i] - surface.P;
+            float3 L = inProbePosArray[i].xyz - surface.P;
             blendVal[i] = 1.0-length(L)/radius[i];
             blendVal[i] = max(0,blendVal[i]);
         }