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@@ -39,7 +39,7 @@
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#include "gfx/gfxVertexBuffer.h"
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#endif
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-#include "core/util/systemInterfaceList.h"
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+//#include "core/util/systemInterfaceList.h"
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#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
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#include "materials/processedShaderMaterial.h"
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@@ -52,52 +52,23 @@
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#include "scene/reflector.h"
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#endif
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-static U32 MAXPROBECOUNT = 50;
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+#ifndef REFLECTIONPROBE_H
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+#include "T3D/lighting/reflectionProbe.h"
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+#endif
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class PostEffect;
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class ReflectionProbe;
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+/// <summary>
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+/// A simple container for a ReflectionProbe's ProbeInfo and index for it's associated
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+/// cubemaps in the cubemap array pair
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+/// </summary>
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struct ProbeRenderInst
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{
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- bool mIsEnabled;
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-
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- MatrixF mTransform;
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-
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- F32 mRadius;
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-
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- bool mDirty;
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-
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- Box3F mBounds;
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- Point3F mExtents;
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- Point3F mPosition;
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- Point3F mProbeRefOffset;
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- Point3F mProbeRefScale;
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- F32 mAtten;
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-
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- GFXCubemapHandle mPrefilterCubemap;
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- GFXCubemapHandle mIrradianceCubemap;
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-
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- /// The priority of this light used for
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- /// light and shadow scoring.
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- F32 mPriority;
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-
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- /// A temporary which holds the score used
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- /// when prioritizing lights for rendering.
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- F32 mScore;
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-
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- enum ProbeShapeType
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- {
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- Box = 0, ///< Sphere shaped
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- Sphere = 1, ///< Box-based shape
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- Skylight = 2
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- };
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-
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- ProbeShapeType mProbeShapeType;
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+ ReflectionProbe::ProbeInfo* mProbeInfo;
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U32 mCubemapIndex;
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- U32 mProbeIdx;
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-
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public:
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ProbeRenderInst();
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@@ -105,28 +76,11 @@ public:
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// Copies data passed in from light
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void set(const ProbeRenderInst *probeInfo);
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-
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- // Accessors
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- const MatrixF& getTransform() const { return mTransform; }
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- void setTransform(const MatrixF &xfm) { mTransform = xfm; }
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-
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- Point3F getPosition() const { return mPosition; }
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- void setPosition(const Point3F &pos) { mPosition = pos; }
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-
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- void setPriority(F32 priority) { mPriority = priority; }
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- F32 getPriority() const { return mPriority; }
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-
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- void setScore(F32 score) { mScore = score; }
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- F32 getScore() const { return mScore; }
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-
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- void clear();
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-
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- inline bool operator ==(const ProbeRenderInst& b) const
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- {
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- return mProbeIdx == b.mProbeIdx;
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- }
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};
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+/// <summary>
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+/// A container for all the shader consts needed for rendering probes in forward mode
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+/// </summary>
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struct ProbeShaderConstants
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{
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bool mInit;
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@@ -134,19 +88,21 @@ struct ProbeShaderConstants
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GFXShaderRef mShader;
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//Reflection Probes
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- GFXShaderConstHandle *mProbePositionSC;
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- GFXShaderConstHandle *mProbeRefPosSC;
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- GFXShaderConstHandle *mRefScaleSC;
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+ GFXShaderConstHandle *mProbePositionArraySC;
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+ GFXShaderConstHandle *mProbeRefPosArraySC;
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+ GFXShaderConstHandle *mRefScaleArraySC;
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GFXShaderConstHandle *mWorldToObjArraySC;
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- GFXShaderConstHandle *mProbeConfigDataSC;
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- GFXShaderConstHandle *mProbeSpecularCubemapSC;
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- GFXShaderConstHandle *mProbeIrradianceCubemapSC;
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+ GFXShaderConstHandle *mProbeConfigDataArraySC;
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+ GFXShaderConstHandle *mProbeSpecularCubemapArraySC;
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+ GFXShaderConstHandle *mProbeIrradianceCubemapArraySC;
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GFXShaderConstHandle *mProbeCountSC;
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GFXShaderConstHandle *mBRDFTextureMap;
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GFXShaderConstHandle *mSkylightCubemapIdxSC;
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+ GFXShaderConstHandle* mMaxProbeDrawDistanceSC;
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+
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ProbeShaderConstants();
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~ProbeShaderConstants();
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@@ -159,6 +115,10 @@ struct ProbeShaderConstants
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typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
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+/// <summary>
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+/// A container for processed and packed probe data. This is made when we get the frame's
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+/// best probes, and is passed to the shader for actual rendering.
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+/// </summary>
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struct ProbeDataSet
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{
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Vector<Point4F> probePositionArray;
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@@ -198,18 +158,10 @@ struct ProbeDataSet
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probeWorldToObjArray.setSize(maxProbeCount);
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- skyLightIdx = -1;
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effectiveProbeCount = 0;
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}
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};
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-struct ProbeTextureArrayData
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-{
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- GFXTexHandle BRDFTexture;
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- GFXCubemapArrayHandle prefilterArray;
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- GFXCubemapArrayHandle irradianceArray;
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-};
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-
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//**************************************************************************
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// RenderObjectMgr
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//**************************************************************************
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@@ -217,11 +169,6 @@ class RenderProbeMgr : public RenderBinManager
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{
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typedef RenderBinManager Parent;
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- Vector<ProbeRenderInst*> mRegisteredProbes;
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-
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- bool mProbesDirty;
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-
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- Vector<ProbeRenderInst> mActiveProbes;
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public:
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//maximum number of allowed probes
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static const U32 PROBE_MAX_COUNT = 250;
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@@ -230,51 +177,161 @@ public:
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//number of slots to allocate at once in the cubemap array
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static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
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- static const U32 PROBE_IRRAD_SIZE = 64;
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- static const U32 PROBE_PREFILTER_SIZE = 64;
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+ //These dictate the default resolution size for the probe arrays
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static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
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static const U32 INVALID_CUBE_SLOT = U32_MAX;
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static F32 smMaxProbeDrawDistance;
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static S32 smMaxProbesPerFrame;
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-
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+ static S32 smProbeBakeResolution;
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+ SceneRenderState *mState;
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private:
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- //Array rendering
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- U32 mEffectiveProbeCount;
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- S32 mMipCount;
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-
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+ /// <summary>
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+ /// List of registered probes. These are not necessarily rendered in a given frame
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+ /// but the Probe Manager is aware of them and they have cubemap array slots allocated
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+ /// </summary>
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+ Vector<ProbeRenderInst> mRegisteredProbes;
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+
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+ /// <summary>
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+ /// List of active probes. These are ones that are not only registered, but submitted by the probe itself as
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+ /// ready to be rendered. Likely to be rendered in the current frame, settings-dependent.
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+ /// </summary>
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+ Vector<ProbeRenderInst> mActiveProbes;
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+
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+ /// <summary>
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+ /// The PostEffect used to actually rendered the probes into the frame when in deferred mode
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+ /// </summary>
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+ SimObjectPtr<PostEffect> mProbeArrayEffect;
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+
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+ /// <summary>
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+ /// Do we have a active skylight probe
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+ /// </summary>
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bool mHasSkylight;
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+
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+ /// <summary>
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+ /// If we have a skylight, what's the array pair index for it?
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+ /// </summary>
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S32 mSkylightCubemapIdx;
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- //number of cubemaps
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+ /// <summary>
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+ /// The 'effective' probe count. This tracks the number of probes that are actually going to be rendered
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+ /// </summary>
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+ U32 mEffectiveProbeCount;
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+ //
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+ //Array rendering
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+
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+ /// <summary>
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+ /// The number of mips the cubemap array has. Mips are used in the PBR calcs for handling roughness
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+ /// </summary>
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+ S32 mMipCount;
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+
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+ /// <summary>
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+ /// The number of cubemaps registered in our array pair
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+ /// </summary>
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U32 mCubeMapCount;
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- //number of cubemap slots allocated
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+
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+ /// <summary>
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+ /// The number of allocated slots for the array pair. Rather than adding slots one at a time to the arrays
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+ /// We allocate in chunks so we don't have to resize/rebuild the arrays as often
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+ /// </summary>
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U32 mCubeSlotCount;
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- //array of cubemap slots, due to the editor these may be mixed around as probes are added and deleted
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+
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+ /// <summary>
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+ /// List indicating if a given allocated slot is actually in use.
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+ /// Due to the editor these may be mixed around as probes are added and deleted
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+ /// </summary>
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+ /// <returns></returns>
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bool mCubeMapSlots[PROBE_MAX_COUNT];
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+ /// <summary>
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+ /// The prefilter cubemap array
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+ /// </summary>
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GFXCubemapArrayHandle mPrefilterArray;
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+
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+ /// <summary>
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+ /// The irradiance cubemap array
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+ /// </summary>
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GFXCubemapArrayHandle mIrradianceArray;
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//Utilized in forward rendering
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+
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+ /// <summary>
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+ /// This is used to look up already-made ProbeShaderConsts for a given shader
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+ /// This allows us to avoid having to rebuild the consts each frame if it's a shader
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+ /// we've already handled before.
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+ /// </summary>
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ProbeConstantMap mConstantLookup;
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- GFXShaderRef mLastShader;
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- ProbeShaderConstants* mLastConstants;
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- //
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- SimObjectPtr<PostEffect> mProbeArrayEffect;
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+ /// <summary>
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+ /// The last shader we rendered(in forward mode). With this, we can shortcut the constant
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+ /// lookup if the shader being processed and the last one are the same.
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+ /// </summary>
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+ GFXShaderRef mLastShader;
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- //Default skylight, used for shape editors, etc
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- ProbeRenderInst* mDefaultSkyLight;
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+ /// <summary>
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+ /// THe previous shader constants. When used in conjunction with the mLastShader, we can skip
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+ /// having to do a lookup to find an existing ProbeShaderConstants, saving overhead on batched
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+ /// rendering
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+ /// </summary>
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+ ProbeShaderConstants* mLastConstants;
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+ /// <summary>
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+ /// The BRDF texture used in PBR math calculations
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+ /// </summary>
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GFXTexHandle mBRDFTexture;
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+ /// <summary>
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+ /// Processed best probe selection list of the current frame when rendering in deferred mode.
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+ /// </summary>
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ProbeDataSet mProbeData;
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- ///Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures
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+
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+ /// <summary>
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+ /// Allows us the full HDR range on the in-memory cubemap captures
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+ /// </summary>
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bool mUseHDRCaptures;
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- U32 mPrefilterMipLevels;
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- U32 mPrefilterSize;
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+protected:
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+ /// The current active light manager.
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+ static RenderProbeMgr* smProbeManager;
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+
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+ //=============================================================================
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+ // Internal Management/Utility Functions
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+ //=============================================================================
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+
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+ /// <summary>
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+ /// Simple utility function that finds the next free cubemap slot for the cubemap array
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+ /// </summary>
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+ /// <returns>U32 index of next available slot</returns>
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+ U32 _findNextEmptyCubeSlot()
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+ {
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+ for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
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+ {
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+ if (!mCubeMapSlots[i])
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+ return i;
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+ }
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+ return INVALID_CUBE_SLOT;
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+ }
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+
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+ /// <summary>
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+ /// Utility function to quickly find a ProbeRenderInst in association to a
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+ /// ReflectionProbe's ProbeInfo
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+ /// </summary>
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+ /// <param name="probeInfo"></param>
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+ /// <returns>Associated ProbeRederInst to param's probeInfo. Null if no matches found</returns>
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+ ProbeRenderInst* findProbeInst(ReflectionProbe::ProbeInfo* probeInfo)
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+ {
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+ for (U32 i = 0; i < mRegisteredProbes.size(); i++)
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+ {
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+ auto asd = mRegisteredProbes[i];
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+ if (mRegisteredProbes[i].mProbeInfo == probeInfo)
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+ {
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+ return &mRegisteredProbes[i];
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+ }
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+ }
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+
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+ return nullptr;
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+ }
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+
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public:
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RenderProbeMgr();
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RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
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@@ -286,75 +343,139 @@ public:
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static void initPersistFields();
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static void consoleInit();
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+ virtual void addElement(RenderInst* inst) {};
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DECLARE_CONOBJECT(RenderProbeMgr);
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-protected:
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- /// The current active light manager.
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- static RenderProbeMgr *smProbeManager;
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+ /// <summary>
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+ /// Static flag used to indicate if probes should be rendered at all. Used for debugging
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+ /// </summary>
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+ static bool smRenderReflectionProbes;
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- /// This helper function sets the shader constansts
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- /// for the stock 4 light forward lighting code.
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- void _update4ProbeConsts(const SceneData &sgData,
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- MatrixSet &matSet,
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- ProbeShaderConstants *probeShaderConsts,
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- GFXShaderConstBuffer *shaderConsts);
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+ //=============================================================================
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+ // Utility functions for processing and setting up the probes for rendering
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+ //=============================================================================
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- void _setupStaticParameters();
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- void _setupPerFrameParameters(const SceneRenderState *state);
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- virtual void addElement(RenderInst* inst) {};
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- virtual void render(SceneRenderState * state);
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+ /// <summary>
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+ /// Sorts probes based on their score values. These scores are calculated by the probes themselves based on size, distance from camera, etc
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+ /// </summary>
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+ static S32 QSORT_CALLBACK _probeScoreCmp(const ProbeRenderInst* a, const ProbeRenderInst* b);
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- ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
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+ /// <summary>
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+ /// Builds a dataset of the best probes to be rendered this frame.
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+ /// </summary>
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+ /// <param name="objPosition"></param>
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+ /// <param name="probeDataSet"></param>
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+ void getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet);
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+
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+ /// <summary>
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+ /// This function adds a ReflectionProbe to the registered list and also allocates
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+ /// a slot in the cubemap array pair for its use
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+ /// </summary>
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+ /// <param name="probeInfo">The probe info to be registered to the bin</param>
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+ void registerProbe(ReflectionProbe::ProbeInfo* probeInfo);
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+
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+ /// <summary>
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+ /// This function removes the ReflectionProbe from the registered list, and marks it's cubemap
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+ /// array slots as unused, allowing them to be freed.
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+ /// </summary>
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+ /// <param name="probeInfo">The probe info to be un-registered to the bin</param>
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+ void unregisterProbe(ReflectionProbe::ProbeInfo* probeInfo);
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+
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+ /// <summary>
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+ /// This function is for registering a ReflectionProbe's probe info
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+ /// as being rendered in the current frame. This is distinct from
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+ /// registered probes in that registered probes are any 'real' probe
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+ /// in the scene, but they may not necessarily render
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+ /// Active(submmitted) probes are intended to actual be rendered this frame
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+ /// </summary>
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+ /// <param name="probe">The ProbeInfo being submitted to be rendered</param>
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+ void submitProbe(ReflectionProbe::ProbeInfo* probe);
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+
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+ /// <summary>
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+ /// Gets the PostEffect used by the bin for rendering the probe array in deferred
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+ /// </summary>
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+ /// <returns>the PostEffect object</returns>
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PostEffect* getProbeArrayEffect();
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+ /// <summary>
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+ /// Finds the associated cubemap array slot for the incoming ProbeInfo and updates the array's texture(s) from it
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+ /// </summary>
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+ /// <param name="probeInfo"></param>
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+ void updateProbeTexture(ReflectionProbe::ProbeInfo* probeInfo);
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- U32 _findNextEmptyCubeSlot()
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- {
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- for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
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- {
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- if (!mCubeMapSlots[i])
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- return i;
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- }
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- return INVALID_CUBE_SLOT;
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- }
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+ /// <summary>
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+ /// Forces an update for all registered probes' cubemaps
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+ /// </summary>
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+ void reloadTextures();
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-public:
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- // RenderBinMgr
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- void updateProbes();
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+ /// <summary>
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+ /// Takes a reflection probe and runs the cubemap bake process on it, outputting the resulting files to disk
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+ /// </summary>
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+ void bakeProbe(ReflectionProbe* probe);
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- /// Returns the active LM.
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+ /// <summary>
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+ /// Runs the cubemap bake on all probes in the current scene
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+ /// </summary>
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+ void bakeProbes();
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+
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+ /// <summary>
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|
+ /// Returns the active Probe Manager.
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|
+ /// </summary>
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|
static inline RenderProbeMgr* getProbeManager();
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- void registerProbe(ProbeRenderInst* newProbe);
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|
- void unregisterProbe(U32 probeIdx);
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|
- void submitProbe(const ProbeRenderInst& newProbe);
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+ //=============================================================================
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|
+ // Forward Rendering functions
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|
+ //=============================================================================
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|
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|
- static S32 QSORT_CALLBACK _probeScoreCmp(const ProbeRenderInst* a, const ProbeRenderInst* b);
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|
+ /// <summary>
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|
+ /// This function returns or builds a ProbeShaderConsts containing needed data for
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|
+ /// rendering probes in forward mode
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|
+ /// </summary>
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|
+ /// <param name="buffer">The GFXShaderConstBuffer used to build or fetch the Probe Consts</param>
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|
|
+ ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
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|
|
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|
- virtual void setProbeInfo(ProcessedMaterial *pmat,
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|
- const Material *mat,
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|
- const SceneData &sgData,
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|
|
- const SceneRenderState *state,
|
|
|
+ /// <summary>
|
|
|
+ /// Sets up the probe data required for doing a render in forward mode.
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|
|
+ /// </summary>
|
|
|
+ virtual void setProbeInfo(ProcessedMaterial* pmat,
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|
|
+ const Material* mat,
|
|
|
+ const SceneData& sgData,
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|
|
+ const SceneRenderState* state,
|
|
|
U32 pass,
|
|
|
- GFXShaderConstBuffer *shaderConsts);
|
|
|
+ GFXShaderConstBuffer* shaderConsts);
|
|
|
|
|
|
+ /// <summary>
|
|
|
+ /// Invoked as part of the setup in preperation to render an object in forward mode. Used to ensure the probes are
|
|
|
+ /// sorted ahead of render.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="state"></param>
|
|
|
void setupSGData(SceneData& data, const SceneRenderState* state, LightInfo* light);
|
|
|
|
|
|
- void updateProbeTexture(ProbeRenderInst* probeInfo);
|
|
|
-
|
|
|
- void reloadTextures();
|
|
|
-
|
|
|
- /// Debug rendering
|
|
|
- static bool smRenderReflectionProbes;
|
|
|
+ /// <summary>
|
|
|
+ /// Sets up and binds all the shader const data required for rendering probes/IBL for a forward-rendered material.
|
|
|
+ /// </summary>
|
|
|
+ /// <returns></returns>
|
|
|
+ void _update4ProbeConsts(const SceneData& sgData,
|
|
|
+ MatrixSet& matSet,
|
|
|
+ ProbeShaderConstants* probeShaderConsts,
|
|
|
+ GFXShaderConstBuffer* shaderConsts);
|
|
|
+
|
|
|
+ //=============================================================================
|
|
|
+ // Deferred Rendering Functions
|
|
|
+ //=============================================================================
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Ensures the probes are properly sorted before we render them in deferred mode
|
|
|
+ /// </summary>
|
|
|
+ void _setupPerFrameParameters(const SceneRenderState *state);
|
|
|
|
|
|
- void bakeProbe(ReflectionProbe *probeInfo);
|
|
|
- void bakeProbes();
|
|
|
+ /// <summary>
|
|
|
+ /// Renders the sorted probes list via a PostEffect to draw them into the buffer data in deferred mode.
|
|
|
+ /// </summary>
|
|
|
+ virtual void render(SceneRenderState * state);
|
|
|
|
|
|
- void getProbeTextureData(ProbeTextureArrayData* probeTextureSet);
|
|
|
- S32 getSkylightIndex() { return mSkylightCubemapIdx; }
|
|
|
- //accumulates the best fit of probes given the object position
|
|
|
- void getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet);
|
|
|
+ virtual void clear() { mActiveProbes.clear(); Parent::clear(); }
|
|
|
};
|
|
|
|
|
|
RenderProbeMgr* RenderProbeMgr::getProbeManager()
|