//----------------------------------------------------------------------------- // 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 "renderProbeMgr.h" #include "console/consoleTypes.h" #include "scene/sceneObject.h" #include "materials/materialManager.h" #include "scene/sceneRenderState.h" #include "math/util/sphereMesh.h" #include "math/util/matrixSet.h" #include "materials/processedMaterial.h" #include "renderInstance/renderDeferredMgr.h" #include "math/mPolyhedron.impl.h" #include "gfx/gfxTransformSaver.h" #include "gfx/gfxDebugEvent.h" #include "shaderGen/shaderGenVars.h" #include "materials/shaderData.h" #include "gfx/gfxTextureManager.h" #include "postFx/postEffect.h" #include "T3D/lighting/reflectionProbe.h" #include "T3D/lighting/IBLUtilities.h" //For our cameraQuery setup #include "T3D/gameTSCtrl.h" #define TORQUE_GFX_VISUAL_DEBUG //renderdoc debugging IMPLEMENT_CONOBJECT(RenderProbeMgr); ConsoleDocClass( RenderProbeMgr, "@brief A render bin which uses object callbacks for rendering.\n\n" "This render bin gathers object render instances and calls its delegate " "method to perform rendering. It is used infrequently for specialized " "scene objects which perform custom rendering.\n\n" "@ingroup RenderBin\n" ); RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL; bool RenderProbeMgr::smRenderReflectionProbes = true; S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b) { // Debug Profiling. PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence); // Fetch asset definitions. const ProbeRenderInst* pReflectProbeA = (*(ProbeRenderInst**)a); const ProbeRenderInst* pReflectProbeB = (*(ProbeRenderInst**)b); //sort by score return pReflectProbeA->mScore - pReflectProbeB->mScore; } // // ProbeRenderInst::ProbeRenderInst() : SystemInterface(), mTransform(true), mDirty(false), mPriority(1.0f), mScore(0.0f), mPrefilterCubemap(NULL), mIrradianceCubemap(NULL), mRadius(1.0f), mProbeRefOffset(0, 0, 0), mProbeRefScale(1,1,1), mAtten(0.0), mCubemapIndex(0), mIsSkylight(false) { } ProbeRenderInst::~ProbeRenderInst() { if (mPrefilterCubemap && mPrefilterCubemap.isValid()) { mPrefilterCubemap.free(); } if (mIrradianceCubemap && mIrradianceCubemap.isValid()) { mIrradianceCubemap.free(); } } void ProbeRenderInst::set(const ProbeRenderInst *probeInfo) { mTransform = probeInfo->mTransform; mPrefilterCubemap = probeInfo->mPrefilterCubemap; mIrradianceCubemap = probeInfo->mIrradianceCubemap; mRadius = probeInfo->mRadius; mProbeShapeType = probeInfo->mProbeShapeType; mBounds = probeInfo->mBounds; mIsSkylight = probeInfo->mIsSkylight; mScore = probeInfo->mScore; mAtten = probeInfo->mAtten; } // // ProbeShaderConstants::ProbeShaderConstants() : mInit(false), mShader(NULL), mProbePositionSC(NULL), mProbeRefPosSC(NULL), mProbeBoxMinSC(NULL), mProbeBoxMaxSC(NULL), mProbeConfigDataSC(NULL), mProbeSpecularCubemapSC(NULL), mProbeIrradianceCubemapSC(NULL), mProbeCountSC(NULL), mSkylightSpecularMap(NULL), mSkylightIrradMap(NULL), mHasSkylight(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); } //Reflection Probes mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition); mProbeRefPosSC = shader->getShaderConstHandle(ShaderGenVars::probeRefPos); mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin); mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax); mWorldToObjArraySC = shader->getShaderConstHandle(ShaderGenVars::worldToObjArray); mProbeConfigDataSC = shader->getShaderConstHandle(ShaderGenVars::probeConfigData); mProbeSpecularCubemapSC = shader->getShaderConstHandle(ShaderGenVars::specularCubemapAR); mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR); mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount); mSkylightSpecularMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap); mSkylightIrradMap = shader->getShaderConstHandle(ShaderGenVars::skylightIrradMap); mHasSkylight = shader->getShaderConstHandle(ShaderGenVars::hasSkylight); mInit = true; } void ProbeShaderConstants::_onShaderReload() { if (mShader.isValid()) init(mShader); } // // RenderProbeMgr::RenderProbeMgr() : RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f), mLastShader(nullptr), mLastConstants(nullptr), mProbesDirty(false) { mEffectiveProbeCount = 0; mMipCount = 0; mProbeArrayEffect = nullptr; smProbeManager = this; mCubeMapCount = 0; for (U32 i = 0; i < PROBE_MAX_COUNT; i++) { mCubeMapSlots[i] = false; } } RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder) : RenderBinManager(riType, renderOrder, processAddOrder) { } RenderProbeMgr::~RenderProbeMgr() { mLastShader = NULL; mLastConstants = NULL; for (ProbeConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++) { if (i->value) SAFE_DELETE(i->value); } mConstantLookup.clear(); } bool RenderProbeMgr::onAdd() { if (!Parent::onAdd()) return false; mIrradianceArray = GFXCubemapArrayHandle(GFX->createCubemapArray()); mPrefilterArray = GFXCubemapArrayHandle(GFX->createCubemapArray()); //pre-allocate a few slots mIrradianceArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT); mPrefilterArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT); mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE; //create our own default default skylight mDefaultSkyLight = new ProbeRenderInst; mDefaultSkyLight->mProbeShapeType = ProbeRenderInst::Skylight; if (!mDefaultSkyLight->mIrradianceCubemap.set("core/art/pbr/default_irradiance.dds")) { Con::errorf("RenderProbeMgr::onAdd: Failed to load default irradiance cubemap"); return false; } if (!mDefaultSkyLight->mPrefilterCubemap.set("core/art/pbr/default_prefilter.dds")) { Con::errorf("RenderProbeMgr::onAdd: Failed to load default prefilter cubemap"); return false; } return true; } void RenderProbeMgr::onRemove() { Parent::onRemove(); } void RenderProbeMgr::initPersistFields() { Parent::initPersistFields(); } void RenderProbeMgr::addElement(RenderInst *inst) { // If this instance is translucent handle it in RenderTranslucentMgr //if (inst->translucentSort) return; //AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?"); /*internalAddElement(inst); ProbeRenderInst* probeInst = static_cast(inst); if (probeInst->mIsSkylight) { addSkylightProbe(probeInst); } else { if (probeInst->mProbeShapeType == ProbeInfo::Sphere) addSphereReflectionProbe(probeInst); else addConvexReflectionProbe(probeInst); }*/ } void RenderProbeMgr::registerProbe(U32 probeIdx) { //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 if (probeIdx >= ProbeRenderInst::all.size()) return; mRegisteredProbes.push_back_unique(probeIdx); if (!ProbeRenderInst::all[probeIdx]->mIsSkylight) { const U32 cubeIndex = _findNextEmptyCubeSlot(); if (cubeIndex == INVALID_CUBE_SLOT) { Con::warnf("RenderProbeMgr::addProbe: Invalid cubemap slot."); return; } //check if we need to resize the cubemap array if (cubeIndex >= mCubeSlotCount) { //alloc temp array handles GFXCubemapArrayHandle irr = GFXCubemapArrayHandle(GFX->createCubemapArray()); GFXCubemapArrayHandle prefilter = GFXCubemapArrayHandle(GFX->createCubemapArray()); irr->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_IRRAD_SIZE, PROBE_FORMAT); prefilter->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, PROBE_PREFILTER_SIZE, PROBE_FORMAT); mIrradianceArray->copyTo(irr); mPrefilterArray->copyTo(prefilter); //assign the temp handles to the new ones, this will destroy the old ones as well mIrradianceArray = irr; mPrefilterArray = prefilter; mCubeSlotCount += PROBE_ARRAY_SLOT_BUFFER_SIZE; } ProbeRenderInst::all[probeIdx]->mCubemapIndex = cubeIndex; //mark cubemap slot as taken mCubeMapSlots[cubeIndex] = true; mCubeMapCount++; Con::warnf("RenderProbeMgr::registerProbe: Registered probe %u to cubeIndex %u", probeIdx, cubeIndex); } //rebuild our probe data _setupStaticParameters(); } void RenderProbeMgr::unregisterProbe(U32 probeIdx) { //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 if (probeIdx >= ProbeRenderInst::all.size()) return; mRegisteredProbes.remove(probeIdx); if (ProbeRenderInst::all[probeIdx]->mCubemapIndex == INVALID_CUBE_SLOT) return; //mark cubemap slot as available now mCubeMapSlots[ProbeRenderInst::all[probeIdx]->mCubemapIndex] = false; mCubeMapCount--; //rebuild our probe data _setupStaticParameters(); } // // PostEffect* RenderProbeMgr::getProbeArrayEffect() { if (!mProbeArrayEffect) { mProbeArrayEffect = dynamic_cast(Sim::findObject("reflectionProbeArrayPostFX")); if (!mProbeArrayEffect) return nullptr; } return mProbeArrayEffect; } //remove //Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size()); //Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/); // void RenderProbeMgr::updateProbes() { mProbesDirty = true; } void RenderProbeMgr::_setupStaticParameters() { //Array rendering U32 probeCount = ProbeRenderInst::all.size(); mEffectiveProbeCount = 0; mMipCount = 0; if (probePositionsData.size() != MAXPROBECOUNT) { probePositionsData.setSize(MAXPROBECOUNT); probeRefPositionsData.setSize(MAXPROBECOUNT); probeWorldToObjData.setSize(MAXPROBECOUNT); probeBBMinData.setSize(MAXPROBECOUNT); probeBBMaxData.setSize(MAXPROBECOUNT); probeConfigData.setSize(MAXPROBECOUNT); } probePositionsData.fill(Point4F::Zero); probeRefPositionsData.fill(Point4F::Zero); probeWorldToObjData.fill(MatrixF::Identity); probeBBMinData.fill(Point4F::Zero); probeBBMaxData.fill(Point4F::Zero); probeConfigData.fill(Point4F::Zero); cubeMaps.clear(); irradMaps.clear(); Vector cubemapIdxes; if (probeCount != 0 && ProbeRenderInst::all[0]->mPrefilterCubemap != nullptr) { //Get our mipCount mMipCount = ProbeRenderInst::all[0]->mPrefilterCubemap.getPointer()->getMipMapLevels(); } else { mMipCount = 1; } for (U32 i = 0; i < probeCount; i++) { if (mEffectiveProbeCount >= MAXPROBECOUNT) break; const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i]; if (!curEntry.mIsEnabled) continue; if (curEntry.mProbeShapeType == ProbeRenderInst::ProbeShapeType::Skylight || curEntry.mIsSkylight) { skylightPos = curEntry.getPosition(); skylightPrefilterMap = curEntry.mPrefilterCubemap; skylightIrradMap = curEntry.mIrradianceCubemap; hasSkylight = true; continue; } //Setup Point3F probePos = curEntry.getPosition(); Point3F refPos = curEntry.getPosition() +curEntry.mProbeRefOffset; probePositionsData[mEffectiveProbeCount] = Point4F(probePos.x, probePos.y, probePos.z,0); probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0); probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform(); Point3F bbMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale(); Point3F bbMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale(); probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0); probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0); probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType, curEntry.mRadius, curEntry.mAtten, curEntry.mCubemapIndex); cubeMaps.push_back(curEntry.mPrefilterCubemap); irradMaps.push_back(curEntry.mIrradianceCubemap); cubemapIdxes.push_back(i); mEffectiveProbeCount++; } mProbesDirty = false; } void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probe) { //We don't stuff skylights into the array, so we can just skip out on this if it's a skylight if (probe->mIsSkylight) return; S32 probeIdx = ProbeRenderInst::all.find_next(probe); if (probeIdx != -1) //i mean, the opposite shouldn't even be possible updateProbeTexture(probeIdx); } void RenderProbeMgr::updateProbeTexture(U32 probeIdx) { if (probeIdx >= ProbeRenderInst::all.size()) return; const U32 cubeIndex = ProbeRenderInst::all[probeIdx]->mCubemapIndex; mIrradianceArray->updateTexture(ProbeRenderInst::all[probeIdx]->mIrradianceCubemap, cubeIndex); mPrefilterArray->updateTexture(ProbeRenderInst::all[probeIdx]->mPrefilterCubemap, cubeIndex); Con::warnf("UpdatedProbeTexture - probeIdx: %u on cubeIndex %u, Irrad validity: %d, Prefilter validity: %d", probeIdx, cubeIndex, ProbeRenderInst::all[probeIdx]->mIrradianceCubemap->isInitialized(), ProbeRenderInst::all[probeIdx]->mPrefilterCubemap->isInitialized()); } void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state) { PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters); } ProbeShaderConstants* RenderProbeMgr::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; } // Make sure that our current lighting constants are initialized if (mLastConstants && !mLastConstants->mInit) mLastConstants->init(shader); return mLastConstants; } void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData, MatrixSet &matSet, ProbeShaderConstants *probeShaderConsts, GFXShaderConstBuffer *shaderConsts) { PROFILE_SCOPE(ProbeManager_Update4ProbeConsts); // Skip over gathering lights if we don't have to! if (probeShaderConsts->mProbePositionSC->isValid() || probeShaderConsts->mProbeConfigDataSC->isValid() || probeShaderConsts->mProbeBoxMinSC->isValid() || probeShaderConsts->mProbeBoxMaxSC->isValid() || probeShaderConsts->mProbeSpecularCubemapSC->isValid() || probeShaderConsts->mProbeIrradianceCubemapSC->isValid()/* && (!ProbeRenderInst::all.empty())*/) { PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes); const U32 MAX_FORWARD_PROBES = 4; static AlignedArray probePositionArray(MAX_FORWARD_PROBES, sizeof(Point4F)); static AlignedArray probeBoxMinArray(MAX_FORWARD_PROBES, sizeof(Point4F)); static AlignedArray probeBoxMaxArray(MAX_FORWARD_PROBES, sizeof(Point4F)); static AlignedArray probeRefPositionArray(MAX_FORWARD_PROBES, sizeof(Point4F)); static AlignedArray probeConfigArray(MAX_FORWARD_PROBES, sizeof(Point4F)); Vector probeWorldToObjArray; probeWorldToObjArray.setSize(MAX_FORWARD_PROBES); //static AlignedArray 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(probePositionArray.getBuffer(), 0, probePositionArray.getBufferSize()); dMemset(probeBoxMinArray.getBuffer(), 0, probeBoxMinArray.getBufferSize()); dMemset(probeBoxMaxArray.getBuffer(), 0, probeBoxMaxArray.getBufferSize()); dMemset(probeRefPositionArray.getBuffer(), 0, probeRefPositionArray.getBufferSize()); dMemset(probeConfigArray.getBuffer(), 0, probeConfigArray.getBufferSize()); matSet.restoreSceneViewProjection(); // 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()); } }*/ //Array rendering U32 probeCount = ProbeRenderInst::all.size(); //mEffectiveProbeCount = 0; //mMipCount = 0; /*if (probePositionArray.size() != MAX_FORWARD_PROBES) { probePositionArray.setSize(MAX_FORWARD_PROBES); probeBoxMinArray.setSize(MAX_FORWARD_PROBES); probeBoxMaxArray.setSize(MAX_FORWARD_PROBES); probeBoxMaxArray.setSize(MAX_FORWARD_PROBES); probeRefPositionArray.setSize(MAX_FORWARD_PROBES); probeConfigArray.setSize(MAX_FORWARD_PROBES); probeWorldToObjArray.setSize(MAX_FORWARD_PROBES); }*/ //cubeMaps.clear(); //irradMaps.clear(); //Vector cubemapIdxes; U32 effectiveProbeCount = 0; bool hasSkylight = false; for (U32 i = 0; i < probeCount; i++) { if (effectiveProbeCount >= 4) break; const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i]; if (!curEntry.mIsEnabled) continue; if (curEntry.mIsSkylight) { if (curEntry.mPrefilterCubemap.isValid() && curEntry.mPrefilterCubemap.isValid()) { GFX->setCubeTexture(probeShaderConsts->mSkylightSpecularMap->getSamplerRegister(), curEntry.mPrefilterCubemap); GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap); shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 1.0f); hasSkylight = true; continue; } } else { /*probePositions[effectiveProbeCount] = curEntry.getPosition(); probeRefPositions[effectiveProbeCount] = curEntry.mProbeRefOffset; probeWorldToObj[effectiveProbeCount] = curEntry.getTransform(); probeBBMin[effectiveProbeCount] = curEntry.mBounds.minExtents; probeBBMax[effectiveProbeCount] = curEntry.mBounds.maxExtents; probeConfig[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType, curEntry.mRadius, curEntry.mAtten, curEntry.mCubemapIndex);*/ } effectiveProbeCount++; } shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (float)effectiveProbeCount); shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probePositionArray); shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeRefPositionArray); shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeWorldToObjArray.address(), effectiveProbeCount, GFXSCT_Float4x4); shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray); shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray); shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray); //GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray); //GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray); if (!hasSkylight) shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f); } /*else { 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); // 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, shaderConsts); } //----------------------------------------------------------------------------- // render objects //----------------------------------------------------------------------------- void RenderProbeMgr::render( SceneRenderState *state ) { //PROFILE_SCOPE(RenderProbeMgr_render); if (getProbeArrayEffect() == nullptr) return; if (mProbesDirty) _setupStaticParameters(); // Early out if nothing to draw. if (!RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (!ProbeRenderInst::all.size() || mEffectiveProbeCount == 0 || mCubeMapCount != 0 ) && !hasSkylight) { getProbeArrayEffect()->setSkip(true); 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); //Visualization String useDebugAtten = Con::getVariable("$Probes::showAttenuation", "0"); mProbeArrayEffect->setShaderMacro("DEBUGVIZ_ATTENUATION", useDebugAtten); String useDebugSpecCubemap = Con::getVariable("$Probes::showSpecularCubemaps", "0"); mProbeArrayEffect->setShaderMacro("DEBUGVIZ_SPECCUBEMAP", useDebugSpecCubemap); String useDebugDiffuseCubemap = Con::getVariable("$Probes::showDiffuseCubemaps", "0"); mProbeArrayEffect->setShaderMacro("DEBUGVIZ_DIFFCUBEMAP", useDebugDiffuseCubemap); String useDebugContrib = Con::getVariable("$Probes::showProbeContrib", "0"); mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib); //Array rendering //U32 probeCount = ProbeRenderInst::all.size(); mProbeArrayEffect->setShaderConst("$hasSkylight", (float)hasSkylight); if (hasSkylight) { mProbeArrayEffect->setCubemapTexture(6, skylightPrefilterMap); mProbeArrayEffect->setCubemapTexture(7, skylightIrradMap); } mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount); mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount); if (mEffectiveProbeCount != 0) { mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray); mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray); if (useDebugContrib == String("1")) { MRandomLCG RandomGen; RandomGen.setSeed(mEffectiveProbeCount); //also set up some colors Vector contribColors; contribColors.setSize(MAXPROBECOUNT); for (U32 i = 0; i < mEffectiveProbeCount; i++) { //we're going to cheat here a little for consistent debugging behavior. The first 3 probes will always have R G and then B for their colors, every other will be random if (i == 0) contribColors[i] = Point4F(1, 0, 0, 1); else if (i == 1) contribColors[i] = Point4F(0, 1, 0, 1); else if (i == 2) contribColors[i] = Point4F(0, 0, 1, 1); else contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1), 1); } mProbeArrayEffect->setShaderConst("$probeContribColors", contribColors); } mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositionsData); mProbeArrayEffect->setShaderConst("$inRefPosArray", probeRefPositionsData); mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObjData); mProbeArrayEffect->setShaderConst("$bbMinArray", probeBBMinData); mProbeArrayEffect->setShaderConst("$bbMaxArray", probeBBMaxData); mProbeArrayEffect->setShaderConst("$probeConfigData", probeConfigData); } // Make sure the effect is gonna render. getProbeArrayEffect()->setSkip(false); //PROFILE_END(); } void RenderProbeMgr::bakeProbe(ReflectionProbe *probe) { GFXDEBUGEVENT_SCOPE(RenderProbeMgr_Bake, ColorI::WHITE); Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!"); U32 startMSTime = Platform::getRealMilliseconds(); String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/"); U32 resolution = Con::getIntVariable("$pref::ReflectionProbes::BakeResolution", 64); U32 prefilterMipLevels = mLog2(F32(resolution)); bool renderWithProbes = Con::getIntVariable("$pref::ReflectionProbes::RenderWithProbes", false); ReflectionProbe *clientProbe = static_cast(probe->getClientObject()); if (clientProbe == nullptr) return; String probePrefilterPath = clientProbe->getPrefilterMapPath(); String probeIrradPath = clientProbe->getIrradianceMapPath(); if (clientProbe->mReflectionModeType != ReflectionProbe::DynamicCubemap) { //Prep our bake path if (probePrefilterPath.isEmpty() || probeIrradPath.isEmpty()) { Con::errorf("RenderProbeMgr::bake() - Unable to bake our captures because probe doesn't have a path set"); return; } } // Save the current transforms so we can restore // it for child control rendering below. GFXTransformSaver saver; bool probeRenderState = RenderProbeMgr::smRenderReflectionProbes; F32 farPlane = 1000.0f; ReflectorDesc reflDesc; reflDesc.texSize = resolution; reflDesc.farDist = farPlane; reflDesc.detailAdjust = 1; reflDesc.objectTypeMask = -1; CubeReflector cubeRefl; cubeRefl.registerReflector(probe, &reflDesc); ReflectParams reflParams; //need to get the query somehow. Likely do some sort of get function to fetch from the guiTSControl that's active CameraQuery query; //need to get the last cameraQuery query.fov = 90; //90 degree slices for each of the 6 sides query.nearPlane = 0.1f; query.farPlane = farPlane; query.headMatrix = MatrixF(); query.cameraMatrix = clientProbe->getTransform(); Frustum culler; culler.set(false, query.fov, (F32)resolution / (F32)resolution, query.nearPlane, query.farPlane, query.cameraMatrix); S32 stereoTarget = GFX->getCurrentStereoTarget(); Point2I maxRes(2048, 2048); //basically a boundary so we don't go over this and break stuff reflParams.culler = culler; reflParams.eyeId = stereoTarget; reflParams.query = &query; reflParams.startOfUpdateMs = startMSTime; reflParams.viewportExtent = maxRes; if (!renderWithProbes) RenderProbeMgr::smRenderReflectionProbes = false; cubeRefl.updateReflection(reflParams); //Now, save out the maps //create irridiance cubemap if (cubeRefl.getCubemap()) { //Just to ensure we're prepped for the generation clientProbe->createClientResources(); //Prep it with whatever resolution we've dictated for our bake if (clientProbe->mUseHDRCaptures) { clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F); clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR16G16B16A16F); } else { clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8); clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, GFXFormatR8G8B8A8); } GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false); IBLUtilities::GenerateIrradianceMap(renderTarget, cubeRefl.getCubemap(), clientProbe->mIrridianceMap->mCubemap); IBLUtilities::GeneratePrefilterMap(renderTarget, cubeRefl.getCubemap(), prefilterMipLevels, clientProbe->mPrefilterMap->mCubemap); U32 endMSTime = Platform::getRealMilliseconds(); F32 diffTime = F32(endMSTime - startMSTime); Con::warnf("RenderProbeMgr::bake() - Finished Capture! Took %g milliseconds", diffTime); Con::warnf("RenderProbeMgr::bake() - Beginning save now!"); IBLUtilities::SaveCubeMap(clientProbe->getIrradianceMapPath(), clientProbe->mIrridianceMap->mCubemap); IBLUtilities::SaveCubeMap(clientProbe->getPrefilterMapPath(), clientProbe->mPrefilterMap->mCubemap); } else { Con::errorf("RenderProbeMgr::bake() - Didn't generate a valid scene capture cubemap, unable to generate prefilter and irradiance maps!"); } if (!renderWithProbes) RenderProbeMgr::smRenderReflectionProbes = probeRenderState; cubeRefl.unregisterReflector(); U32 endMSTime = Platform::getRealMilliseconds(); F32 diffTime = F32(endMSTime - startMSTime); Con::warnf("RenderProbeMgr::bake() - Finished bake! Took %g milliseconds", diffTime); } void RenderProbeMgr::bakeProbes() { //TODO: make this just find every probe in the current missionGroup and run the bake on it automagically } DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (nullAsType< ReflectionProbe*>()), "@brief returns true if control object is inside the fog\n\n.") { if(probe != nullptr) object->bakeProbe(probe); }