//----------------------------------------------------------------------------- // 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 "lighting/advanced/advancedLightBinManager.h" //for ssao #include "gfx/gfxDebugEvent.h" #include "shaderGen/shaderGenVars.h" #include "materials/shaderData.h" #include "gfx/gfxTextureManager.h" #include "scene/reflectionManager.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() : mIsEnabled(true), 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), mProbeIdx(0), mProbeShapeType(Box) { } 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), mRefBoxMinSC(NULL), mRefBoxMaxSC(NULL), mProbeConfigDataSC(NULL), mProbeSpecularCubemapSC(NULL), mProbeIrradianceCubemapSC(NULL), mProbeCountSC(NULL), mBRDFTextureMap(NULL), mSkylightCubemapIdxSC(NULL), mWorldToObjArraySC(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); mRefBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::refBoxMin); mRefBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::refBoxMax); 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); mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap); mSkylightCubemapIdxSC = shader->getShaderConstHandle(ShaderGenVars::skylightCubemapIdx); mInit = true; } bool ProbeShaderConstants::isValid() { if (mProbePositionSC->isValid() || mProbeConfigDataSC->isValid() || mRefBoxMinSC->isValid() || mRefBoxMaxSC->isValid() || mProbeSpecularCubemapSC->isValid() || mProbeIrradianceCubemapSC->isValid()) return true; return false; } void ProbeShaderConstants::_onShaderReload() { if (mShader.isValid()) init(mShader); } // // RenderProbeMgr::RenderProbeMgr() : RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f), mLastShader(nullptr), mLastConstants(nullptr), mProbesDirty(false), mHasSkylight(false), mSkylightCubemapIdx(-1), mCubeMapCount(0), mDefaultSkyLight(nullptr) { mEffectiveProbeCount = 0; mMipCount = 0; mProbeArrayEffect = nullptr; smProbeManager = this; mCubeMapCount = 0; mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE; for (U32 i = 0; i < PROBE_MAX_COUNT; i++) { mCubeMapSlots[i] = false; } } RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder) : RenderBinManager(riType, renderOrder, processAddOrder) { mCubeMapCount = 0; dMemset(mCubeMapSlots, false, sizeof(mCubeMapSlots)); mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE; mDefaultSkyLight = nullptr; mEffectiveProbeCount = 0; mHasSkylight = false; mSkylightCubemapIdx = -1; mLastConstants = nullptr; mMipCount = 0; mProbesDirty = false; } 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; mDefaultSkyLight->mIsEnabled = false; String defaultIrradMapPath = GFXTextureManager::getDefaultIrradianceCubemapPath(); if (!mDefaultSkyLight->mIrradianceCubemap.set(defaultIrradMapPath)) { Con::errorf("RenderProbeMgr::onAdd: Failed to load default irradiance cubemap"); return false; } String defaultPrefilterPath = GFXTextureManager::getDefaultPrefilterCubemapPath(); if (!mDefaultSkyLight->mPrefilterCubemap.set(defaultPrefilterPath)) { Con::errorf("RenderProbeMgr::onAdd: Failed to load default prefilter cubemap"); return false; } String brdfTexturePath = GFXTextureManager::getBRDFTexturePath(); if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentSRGBProfile, "BRDFTexture")) { Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture"); 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); }*/ } ProbeRenderInst* RenderProbeMgr::registerProbe() { mRegisteredProbes.increment(); ProbeRenderInst* newProbe = &mRegisteredProbes.last(); newProbe->mProbeIdx = mRegisteredProbes.size() - 1; const U32 cubeIndex = _findNextEmptyCubeSlot(); if (cubeIndex == INVALID_CUBE_SLOT) { Con::warnf("RenderProbeMgr::addProbe: Invalid cubemap slot."); return nullptr; } //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; } newProbe->mCubemapIndex = cubeIndex; //mark cubemap slot as taken mCubeMapSlots[cubeIndex] = true; mCubeMapCount++; #ifdef TORQUE_DEBUG Con::warnf("RenderProbeMgr::registerProbe: Registered probe %u to cubeIndex %u", newProbe->mProbeIdx, cubeIndex); #endif mProbesDirty = true; return newProbe; } 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 >= mRegisteredProbes.size()) return; if (mRegisteredProbes[probeIdx].mCubemapIndex == INVALID_CUBE_SLOT) return; //mark cubemap slot as available now mCubeMapSlots[mRegisteredProbes[probeIdx].mCubemapIndex] = false; mCubeMapCount--; mRegisteredProbes.erase(probeIdx); //recalculate all the probe's indicies just to be sure for (U32 i = 0; i < mRegisteredProbes.size(); i++) { mRegisteredProbes[i].mProbeIdx = i; } //rebuild our probe data mProbesDirty = true; } // // 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 = mRegisteredProbes.size(); mEffectiveProbeCount = 0; mMipCount = 1; mHasSkylight = false; mSkylightCubemapIdx = -1; if (probePositionsData.size() != MAXPROBECOUNT) { probePositionsData.setSize(MAXPROBECOUNT); probeRefPositionsData.setSize(MAXPROBECOUNT); probeWorldToObjData.setSize(MAXPROBECOUNT); refBoxMinData.setSize(MAXPROBECOUNT); refBoxMaxData.setSize(MAXPROBECOUNT); probeConfigData.setSize(MAXPROBECOUNT); } probePositionsData.fill(Point4F::Zero); probeRefPositionsData.fill(Point4F::Zero); probeWorldToObjData.fill(MatrixF::Identity); refBoxMinData.fill(Point4F::Zero); refBoxMaxData.fill(Point4F::Zero); probeConfigData.fill(Point4F(-1,0,0,0)); for (U32 i = 0; i < probeCount; i++) { if (mEffectiveProbeCount >= MAXPROBECOUNT) break; const ProbeRenderInst& curEntry = mRegisteredProbes[i]; if (!curEntry.mIsEnabled) continue; U32 mips = mRegisteredProbes[i].mPrefilterCubemap.getPointer()->getMipMapLevels(); mMipCount = mips != 0 && mips >= mMipCount ? mips : 0; if (curEntry.mIsSkylight) { mSkylightCubemapIdx = curEntry.mCubemapIndex; 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(); refBoxMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0); refBoxMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0); probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType, curEntry.mRadius, curEntry.mAtten, curEntry.mCubemapIndex); mEffectiveProbeCount++; } mProbesDirty = false; } void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probeInfo) { if (probeInfo->mIrradianceCubemap.isNull() || !probeInfo->mIrradianceCubemap->isInitialized()) { Con::errorf("RenderProbeMgr::updateProbeTexture() - tried to update a probe's texture with an invalid or uninitialized irradiance map!"); return; } if (probeInfo->mPrefilterCubemap.isNull() || !probeInfo->mPrefilterCubemap->isInitialized()) { Con::errorf("RenderProbeMgr::updateProbeTexture() - tried to update a probe's texture with an invalid or uninitialized specular map!"); return; } const U32 cubeIndex = probeInfo->mCubemapIndex; mIrradianceArray->updateTexture(probeInfo->mIrradianceCubemap, cubeIndex); mPrefilterArray->updateTexture(probeInfo->mPrefilterCubemap, cubeIndex); #ifdef TORQUE_DEBUG Con::warnf("UpdatedProbeTexture - probeIdx: %u on cubeIndex %u, Irrad validity: %d, Prefilter validity: %d", probeInfo->mProbeIdx, cubeIndex, probeInfo->mIrradianceCubemap->isInitialized(), probeInfo->mPrefilterCubemap->isInitialized()); #endif } void RenderProbeMgr::reloadTextures() { U32 probeCount = mRegisteredProbes.size(); for (U32 i = 0; i < probeCount; i++) { updateProbeTexture(&mRegisteredProbes[i]); } mProbesDirty = true; } 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; } /*if (mLastConstants == nullptr) { ProbeShaderConstants* psc = new ProbeShaderConstants(); mConstantLookup[shader] = psc; mLastConstants = psc; }*/ // 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); return; // Skip over gathering lights if we don't have to! //if (probeShaderConsts->isValid()) { PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes); const U32 MAX_FORWARD_PROBES = 4; ProbeDataSet probeSet(MAX_FORWARD_PROBES); matSet.restoreSceneViewProjection(); getBestProbes(sgData.objTrans->getPosition(), &probeSet); shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (S32)probeSet.effectiveProbeCount); shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probeSet.probePositionArray); shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeSet.probeRefPositionArray); if(probeShaderConsts->isValid()) shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeSet.probeWorldToObjArray.address(), probeSet.effectiveProbeCount, GFXSCT_Float4x4); shaderConsts->setSafe(probeShaderConsts->mRefBoxMinSC, probeSet.refBoxMinArray); shaderConsts->setSafe(probeShaderConsts->mRefBoxMaxSC, probeSet.refBoxMaxArray); shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeSet.probeConfigArray); shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)probeSet.skyLightIdx); if(probeShaderConsts->mBRDFTextureMap->getSamplerRegister() != -1 && mBRDFTexture.isValid()) GFX->setTexture(probeShaderConsts->mBRDFTextureMap->getSamplerRegister(), mBRDFTexture); if(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister() != -1) GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray); if(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister() != -1) GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray); } } void RenderProbeMgr::getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet) { PROFILE_SCOPE(ProbeManager_getBestProbes); // Skip over gathering lights if we don't have to! //if (probeShaderConsts->isValid()) { //Array rendering U32 probeCount = mRegisteredProbes.size(); Vector bestPickProbes; probeDataSet->effectiveProbeCount = 0; for (U32 i = 0; i < probeCount; i++) { const ProbeRenderInst& curEntry = mRegisteredProbes[i]; if (!curEntry.mIsEnabled) continue; if (!curEntry.mIsSkylight) { F32 dist = Point3F(objPosition - curEntry.getPosition()).len(); if (dist > curEntry.mRadius || dist > curEntry.mExtents.len()) continue; S32 bestPickIndex = -1; for (U32 p = 0; p < bestPickProbes.size(); p++) { if (p > probeDataSet->MAX_PROBE_COUNT) break; if (bestPickProbes[p] == -1 || (Point3F(objPosition - mRegisteredProbes[bestPickProbes[p]].mPosition).len() > dist)) bestPickIndex = p; } //Can't have over our max count. Otherwise, if we haven't found a good slot for our best pick, insert it //if we have a best pick slot, update it if (bestPickIndex == -1 || bestPickProbes.size() >= probeDataSet->MAX_PROBE_COUNT) bestPickProbes.push_back(i); else bestPickProbes[bestPickIndex] = i; } else { probeDataSet->skyLightIdx = curEntry.mCubemapIndex; } } //Grab our best probe picks for (U32 i = 0; i < bestPickProbes.size(); i++) { if (bestPickProbes[i] == -1) continue; const ProbeRenderInst& curEntry = mRegisteredProbes[bestPickProbes[i]]; probeDataSet->probePositionArray[probeDataSet->effectiveProbeCount] = curEntry.getPosition(); probeDataSet->probeRefPositionArray[probeDataSet->effectiveProbeCount] = curEntry.mProbeRefOffset; probeDataSet->probeWorldToObjArray[probeDataSet->effectiveProbeCount] = curEntry.getTransform(); Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset; Point3F refBoxMin = refPos - curEntry.mProbeRefScale * curEntry.getTransform().getScale(); Point3F refBoxMax = refPos + curEntry.mProbeRefScale * curEntry.getTransform().getScale(); probeDataSet->refBoxMinArray[probeDataSet->effectiveProbeCount] = Point4F(refBoxMin.x, refBoxMin.y, refBoxMin.z, 0); probeDataSet->refBoxMaxArray[probeDataSet->effectiveProbeCount] = Point4F(refBoxMax.x, refBoxMax.y, refBoxMax.z, 0); probeDataSet->probeConfigArray[probeDataSet->effectiveProbeCount] = Point4F(curEntry.mProbeShapeType, curEntry.mRadius, curEntry.mAtten, curEntry.mCubemapIndex); probeDataSet->effectiveProbeCount++; } } } void RenderProbeMgr::getProbeTextureData(ProbeTextureArrayData* probeTextureSet) { probeTextureSet->BRDFTexture = mBRDFTexture; probeTextureSet->prefilterArray = mPrefilterArray; probeTextureSet->irradianceArray = mIrradianceArray; } 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 ) { if (getProbeArrayEffect() == nullptr) return; if (mProbesDirty) _setupStaticParameters(); // Early out if nothing to draw. if (!RenderProbeMgr::smRenderReflectionProbes || (!state->isDiffusePass() && !state->isReflectPass()) || (mEffectiveProbeCount == 0 && mSkylightCubemapIdx == -1)) { 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); if(mSkylightCubemapIdx != -1 && mEffectiveProbeCount == 0) mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "1"); else mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "0"); //ssao mask if (AdvancedLightBinManager::smUseSSAOMask) { //find ssaoMask NamedTexTargetRef ssaoTarget = NamedTexTarget::find("ssaoMask"); GFXTextureObject* pTexObj = ssaoTarget->getTexture(); if (pTexObj) { mProbeArrayEffect->setShaderMacro("USE_SSAO_MASK"); mProbeArrayEffect->setTexture(6, pTexObj); } } else { mProbeArrayEffect->setTexture(6, GFXTexHandle(NULL)); } mProbeArrayEffect->setTexture(3, mBRDFTexture); mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray); mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray); mProbeArrayEffect->setShaderConst("$numProbes", (S32)mEffectiveProbeCount); mProbeArrayEffect->setShaderConst("$skylightCubemapIdx", (S32)mSkylightCubemapIdx); mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount); //also set up some colors Vector contribColors; contribColors.setSize(MAXPROBECOUNT); if (mEffectiveProbeCount != 0) { if (useDebugContrib == String("1")) { MRandomLCG RandomGen; RandomGen.setSeed(mEffectiveProbeCount); for (U32 i = 0; i < mEffectiveProbeCount; i++) { //we're going to cheat here a little for consistent debugging behavior. The first 3 probes will always have R G and then B for their colors, every other will be random if (i == 0) contribColors[i] = Point4F(1, 0, 0, 1); else if (i == 1) contribColors[i] = Point4F(0, 1, 0, 1); else if (i == 2) contribColors[i] = Point4F(0, 0, 1, 1); else contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1), 1); } } } mProbeArrayEffect->setShaderConst("$probeContribColors", contribColors); mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositionsData); mProbeArrayEffect->setShaderConst("$inRefPosArray", probeRefPositionsData); mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObjData); mProbeArrayEffect->setShaderConst("$refBoxMinArray", refBoxMinData); mProbeArrayEffect->setShaderConst("$refBoxMaxArray", refBoxMaxData); mProbeArrayEffect->setShaderConst("$probeConfigData", probeConfigData); // Make sure the effect is gonna render. getProbeArrayEffect()->setSkip(false); //PROFILE_END(); } void RenderProbeMgr::bakeProbe(ReflectionProbe *probe, bool writeFiles) { 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 = nullptr; if (probe->isClientObject()) clientProbe = probe; else 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 = probe->mCaptureMask; 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; GFXFormat reflectFormat; if (clientProbe->mUseHDRCaptures) reflectFormat = GFXFormatR16G16B16A16F; else reflectFormat = GFXFormatR8G8B8A8; const GFXFormat oldRefFmt = REFLECTMGR->getReflectFormat(); REFLECTMGR->setReflectFormat(reflectFormat); 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 clientProbe->mIrridianceMap->mCubemap->initDynamic(resolution, reflectFormat); clientProbe->mPrefilterMap->mCubemap->initDynamic(resolution, reflectFormat); 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); if (writeFiles) { 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); probe->setMaskBits(-1); Con::warnf("RenderProbeMgr::bake() - Finished bake! Took %g milliseconds", diffTime); REFLECTMGR->setReflectFormat(oldRefFmt); } 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); }