//----------------------------------------------------------------------------- // 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 "math/util/sphereMesh.h" #include "math/util/matrixSet.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 "scene/reflectionManager.h" #include "postFx/postEffect.h" #include "T3D/lighting/reflectionProbe.h" #include "T3D/lighting/IBLUtilities.h" #include "T3D/Scene.h" //For our cameraQuery setup #include "T3D/gameTSCtrl.h" #define TORQUE_GFX_VISUAL_DEBUG //renderdoc debugging IMPLEMENT_CONOBJECT(RenderProbeMgr); ConsoleDocClass( RenderProbeMgr, "@brief This render bin handles the rendering of reflection probes to provide IBL\n" "lighting for PBR\n\n" "Probes when added to the scene, are registered to the Manager, and then during the steps\n" "leading up to the frame being rendered, the probes submit to the Manager that they are ready to be rendered\n" "resulting in them being added to the active list.\n" "When the manager is invoked to render, it processes the active probe list and finds the best probes based on\n" "settings like max probes per frame, probe score, etc to get the final list of probes to be submitted to the shader.\n\n" "@ingroup RenderBin\n" ); RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL; // This variable is a global toggle on if reflection probes should be rendered or not bool RenderProbeMgr::smRenderReflectionProbes = true; // This variable defines the maximum draw distance of a probe. F32 RenderProbeMgr::smMaxProbeDrawDistance = 100; // This variable defines the maximum number of probes that can be rendered in a single frame in deferred S32 RenderProbeMgr::smMaxProbesPerFrame = 8; S32 RenderProbeMgr::smProbeBakeResolution = 64; // // ProbeRenderInst::ProbeRenderInst() : mCubemapIndex(0), mProbeInfo(nullptr) { } ProbeRenderInst::~ProbeRenderInst() { } void ProbeRenderInst::set(const ProbeRenderInst *probe) { mCubemapIndex = probe->mCubemapIndex; mProbeInfo = probe->mProbeInfo; } // // ProbeShaderConstants::ProbeShaderConstants() : mInit(false), mShader(NULL), mProbePositionArraySC(NULL), mProbeRefPosArraySC(NULL), mRefScaleArraySC(NULL), mProbeConfigDataArraySC(NULL), mProbeSpecularCubemapArraySC(NULL), mProbeIrradianceCubemapArraySC(NULL), mProbeCountSC(NULL), mBRDFTextureMap(NULL), mWetnessTextureMap(NULL), mSkylightCubemapIdxSC(NULL), mSkylightDampSC(NULL), mWorldToObjArraySC(NULL), mMaxProbeDrawDistanceSC(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 mProbePositionArraySC = shader->getShaderConstHandle(ShaderGenVars::probePositionArray); mProbeRefPosArraySC = shader->getShaderConstHandle(ShaderGenVars::probeRefPosArray); mRefScaleArraySC = shader->getShaderConstHandle(ShaderGenVars::refScaleArray); mWorldToObjArraySC = shader->getShaderConstHandle(ShaderGenVars::worldToObjArray); mProbeConfigDataArraySC = shader->getShaderConstHandle(ShaderGenVars::probeConfigDataArray); mProbeSpecularCubemapArraySC = shader->getShaderConstHandle(ShaderGenVars::specularCubemapAR); mProbeIrradianceCubemapArraySC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR); mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount); mBRDFTextureMap = shader->getShaderConstHandle(ShaderGenVars::BRDFTextureMap); mWetnessTextureMap = shader->getShaderConstHandle(ShaderGenVars::WetnessTextureMap); mSkylightCubemapIdxSC = shader->getShaderConstHandle(ShaderGenVars::skylightCubemapIdx); mSkylightDampSC = shader->getShaderConstHandle(ShaderGenVars::skylightDamp); mMaxProbeDrawDistanceSC = shader->getShaderConstHandle(ShaderGenVars::maxProbeDrawDistance); mInit = true; } bool ProbeShaderConstants::isValid() { if (mProbePositionArraySC->isValid() && mProbeConfigDataArraySC->isValid() && mRefScaleArraySC->isValid() && mProbeSpecularCubemapArraySC->isValid() && mProbeIrradianceCubemapArraySC->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), mHasSkylight(false), mSkylightCubemapIdx(-1), mSkylightDamp(true), mCubeMapCount(0), mUseHDRCaptures(true) { 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; mEffectiveProbeCount = 0; mHasSkylight = false; mSkylightCubemapIdx = -1; mSkylightDamp = true; mLastConstants = nullptr; mMipCount = 0; mUseHDRCaptures = true; } 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()); U32 scaledSize = getProbeTexSize(); //pre-allocate a few slots mIrradianceArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, scaledSize, PROBE_FORMAT); mPrefilterArray->init(PROBE_ARRAY_SLOT_BUFFER_SIZE, scaledSize, PROBE_FORMAT); mCubeSlotCount = PROBE_ARRAY_SLOT_BUFFER_SIZE; String brdfTexturePath = GFXTextureManager::getBRDFTexturePath(); if (!mBRDFTexture.set(brdfTexturePath, &GFXTexturePersistentProfile, "BRDFTexture")) { Con::errorf("RenderProbeMgr::onAdd: Failed to load BRDF Texture"); return false; } String wetnessTexturePath = GFXTextureManager::getWetnessTexturePath(); if (!mWetnessTexture.set(wetnessTexturePath, &GFXTexturePersistentProfile, "WetnessTexture")) { Con::errorf("RenderProbeMgr::onAdd: Failed to load Wetness Texture"); return false; } return true; } void RenderProbeMgr::onRemove() { Parent::onRemove(); } void RenderProbeMgr::initPersistFields() { docsURL; Parent::initPersistFields(); } void RenderProbeMgr::consoleInit() { Parent::consoleInit(); // Vars for debug rendering while the RoadEditor is open, only used if smEditorOpen is true. Con::addVariable("$pref::maxProbeDrawDistance", TypeF32, &RenderProbeMgr::smMaxProbeDrawDistance, "Max distance for reflection probes to render.\n"); Con::addVariable("$pref::MaxProbesPerFrame", TypeS32, &RenderProbeMgr::smMaxProbesPerFrame, "Max number of Environment Probes that can be rendered per-frame.\n"); Con::addVariable("$pref::ReflectionProbes::BakeResolution", TypeS32, &RenderProbeMgr::smProbeBakeResolution, ""); } //============================================================================= // Utility functions for processing and setting up the probes for rendering //============================================================================= S32 QSORT_CALLBACK RenderProbeMgr::_probeScoreCmp(const ProbeRenderInst* a, const ProbeRenderInst* b) { F32 diff = a->mProbeInfo->mScore - b->mProbeInfo->mScore; return diff > 0 ? 1 : diff < 0 ? -1 : 0; } void RenderProbeMgr::getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet) { PROFILE_SCOPE(ProbeManager_getBestProbes); //Array rendering U32 probeCount = mActiveProbes.size(); Vector bestPickProbes; bestPickProbes.setSize(probeDataSet->maxProbeCount); bestPickProbes.fill(-1); mHasSkylight = false; probeDataSet->skyLightIdx = -1; probeDataSet->effectiveProbeCount = 0; for (U32 i = 0; i < probeCount; i++) { //Check if we've already got a skylight. If we do and we've otherwise filled to our max amounto of probes alloewed, then bail if (mHasSkylight && probeDataSet->effectiveProbeCount >= probeDataSet->maxProbeCount) break; const ProbeRenderInst& curEntry = mActiveProbes[i]; //Obviously, if the probe is marked as not enabled, we skip if (!curEntry.mProbeInfo->mIsEnabled) continue; if (curEntry.mProbeInfo->mProbeShapeType != ReflectionProbe::ProbeInfo::Skylight) { if (probeDataSet->effectiveProbeCount < probeDataSet->maxProbeCount) { bestPickProbes[probeDataSet->effectiveProbeCount] = i; probeDataSet->effectiveProbeCount++; } } else { probeDataSet->skyLightIdx = curEntry.mCubemapIndex; probeDataSet->skyLightDamp = curEntry.mProbeInfo->mCanDamp; mHasSkylight = true; } } //If we, for whatever reason, have nothing, bail now if (mHasSkylight == false && probeDataSet->effectiveProbeCount == 0) return; //Grab our best probe picks for (U32 i = 0; i < bestPickProbes.size(); i++) { if (bestPickProbes[i] == -1) continue; const ProbeRenderInst& curEntry = mActiveProbes[bestPickProbes[i]]; probeDataSet->probeConfigArray[i] = Point4F(curEntry.mProbeInfo->mProbeShapeType, curEntry.mProbeInfo->mRadius, curEntry.mProbeInfo->mAtten, curEntry.mCubemapIndex); MatrixF p2A = curEntry.mProbeInfo->mTransform; probeDataSet->probeWorldToObjArray[i] = p2A; p2A.inverse(); probeDataSet->refScaleArray[i] = curEntry.mProbeInfo->mProbeRefScale / (p2A.getScale()*2); probeDataSet->refScaleArray[i].w = curEntry.mProbeInfo->mCanDamp? 1.0 : 0.0; Point3F probePos = curEntry.mProbeInfo->mObject->getPosition(); Point3F refPos = probePos + curEntry.mProbeInfo->mProbeRefOffset * probeDataSet->refScaleArray[i].asPoint3F(); probeDataSet->probePositionArray[i] = Point4F(probePos.x, probePos.y, probePos.z, 0); probeDataSet->probeRefPositionArray[i] = Point4F(refPos.x, refPos.y, refPos.z, 0); } } void RenderProbeMgr::registerProbe(ReflectionProbe::ProbeInfo* newProbe) { //Can't have over the probe limit if (mRegisteredProbes.size() + 1 >= PROBE_MAX_COUNT) return; ProbeRenderInst newProbeRenderInst; newProbeRenderInst.mProbeInfo = newProbe; const U32 cubeIndex = _findNextEmptyCubeSlot(); if (cubeIndex == INVALID_CUBE_SLOT) { Con::warnf("RenderProbeMgr::registerProbe() - 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()); U32 scaledSize = getProbeTexSize(); irr->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, scaledSize, PROBE_FORMAT); prefilter->init(mCubeSlotCount + PROBE_ARRAY_SLOT_BUFFER_SIZE, scaledSize, 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; } newProbeRenderInst.mCubemapIndex = cubeIndex; //mark cubemap slot as taken mCubeMapSlots[cubeIndex] = true; mCubeMapCount++; mRegisteredProbes.push_back(newProbeRenderInst); #ifdef TORQUE_DEBUG Con::warnf("RenderProbeMgr::registerProbe() - Registered probe %u to cubeIndex %u", newProbe->mObject->getId(), cubeIndex); #endif } void RenderProbeMgr::unregisterProbe(ReflectionProbe::ProbeInfo* probeInfo) { ProbeRenderInst* probe = findProbeInst(probeInfo); if (probe == nullptr) return; if (probe->mCubemapIndex == INVALID_CUBE_SLOT) return; //mark cubemap slot as available now mCubeMapSlots[probe->mCubemapIndex] = false; mCubeMapCount--; mRegisteredProbes.erase(probe); } void RenderProbeMgr::submitProbe(ReflectionProbe::ProbeInfo* probe) { ProbeRenderInst* probeInst = findProbeInst(probe); mActiveProbes.push_back(*probeInst); } PostEffect* RenderProbeMgr::getProbeArrayEffect() { if (!mProbeArrayEffect) { mProbeArrayEffect = dynamic_cast(Sim::findObject("reflectionProbeArrayPostFX")); if (!mProbeArrayEffect) return nullptr; mProbeArrayEffect->setShaderConst("$numProbes", (S32)0); mProbeArrayEffect->setShaderConst("$skylightCubemapIdx", (S32)-1); mProbeArrayEffect->setShaderConst(ShaderGenVars::skylightDamp, (S32)true); mProbeArrayEffect->setShaderConst("$cubeMips", (float)0); mProbeArrayEffect->setShaderConst("$maxProbeDrawDistance", smMaxProbeDrawDistance); } return mProbeArrayEffect; } U32 RenderProbeMgr::getProbeTexSize() { U32 scaledSize = RenderProbeMgr::smProbeBakeResolution; U32 downscalePower = 0;// GFXTextureManager::smTextureReductionLevel; if (downscalePower != 0) { // Otherwise apply the appropriate scale... scaledSize >>= downscalePower; } return scaledSize; } void RenderProbeMgr::updateProbeTexture(ReflectionProbe::ProbeInfo* probeInfo) { //If we don't have a registered probe, there's no point in updating the cubemap array for it ProbeRenderInst* probe = findProbeInst(probeInfo); if (probe == nullptr) return; U32 scaledSize = getProbeTexSize(); //Some basic sanity checking that we have valid cubemaps to work with if (probeInfo->mIrradianceCubemap.isNull() || !probeInfo->mIrradianceCubemap->isInitialized() || probeInfo->mIrradianceCubemap->getSize() != scaledSize) { 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() || probeInfo->mPrefilterCubemap->getSize() != scaledSize) { Con::errorf("RenderProbeMgr::updateProbeTexture() - tried to update a probe's texture with an invalid or uninitialized specular map!"); return; } //Run the update on the array pair with the probe's cubemaps and index const U32 cubeIndex = probe->mCubemapIndex; mIrradianceArray->updateTexture(probeInfo->mIrradianceCubemap, cubeIndex); mPrefilterArray->updateTexture(probeInfo->mPrefilterCubemap, cubeIndex); #ifdef TORQUE_DEBUG Con::warnf("UpdatedProbeTexture - probe id: %u on cubeIndex %u, Irrad validity: %d, Prefilter validity: %d", probeInfo->mObject->getId(), 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].mProbeInfo); } } void RenderProbeMgr::preBake() { Con::setVariable("$Probes::Capturing", "1"); mRenderMaximumNumOfLights = AdvancedLightBinManager::smMaximumNumOfLights; mRenderUseLightFade = AdvancedLightBinManager::smUseLightFade; AdvancedLightBinManager::smMaximumNumOfLights = -1; AdvancedLightBinManager::smUseLightFade = false; } void RenderProbeMgr::postBake() { Con::setVariable("$Probes::Capturing", "0"); AdvancedLightBinManager::smMaximumNumOfLights = mRenderMaximumNumOfLights; AdvancedLightBinManager::smUseLightFade = mRenderUseLightFade; } void RenderProbeMgr::bakeProbe(ReflectionProbe* probe) { GFXDEBUGEVENT_SCOPE(RenderProbeMgr_Bake, ColorI::WHITE); Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!"); U32 startMSTime = Platform::getRealMilliseconds(); preBake(); String path = Con::getVariable("$pref::ReflectionProbes::CurrentLevelPath", "levels/"); U32 resolution = Con::getIntVariable("$pref::ReflectionProbes::BakeResolution", 64); U32 prefilterMipLevels = mLog2(F32(resolution)) + 1; bool renderWithProbes = Con::getIntVariable("$pref::ReflectionProbes::RenderWithProbes", false); ReflectionProbe* clientProbe = nullptr; if (probe->isServerObject()) clientProbe = static_cast(probe->getClientObject()); else return; 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 = (F32)resolution; 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, 1.0f, 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 (mUseHDRCaptures) reflectFormat = GFXFormatR16G16B16A16F; else reflectFormat = GFXFormatR8G8B8A8; const GFXFormat oldRefFmt = REFLECTMGR->getReflectFormat(); REFLECTMGR->setReflectFormat(reflectFormat); cubeRefl.updateReflection(reflParams, clientProbe->getTransform().getPosition() + clientProbe->mProbeRefOffset); //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); 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; postBake(); 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() { Vector probes; Scene::getRootScene()->findObjectByType(probes); for (U32 i = 0; i < probes.size(); i++) { if (probes[i]->isClientObject()) continue; bakeProbe(probes[i]); } } //============================================================================= // Forward Rendering functions //============================================================================= 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::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; 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); } void RenderProbeMgr::setupSGData(SceneData& data, const SceneRenderState* state, LightInfo* light) { //ensure they're sorted for forward rendering mActiveProbes.sort(_probeScoreCmp); } 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->isValid()) { PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes); const U32 MAX_FORWARD_PROBES = 4; ProbeDataSet probeSet(MAX_FORWARD_PROBES); matSet.restoreSceneViewProjection(); getBestProbes(sgData.objTrans->getPosition(), &probeSet); static AlignedArray probePositionAlignedArray(probeSet.maxProbeCount, sizeof(Point4F)); static AlignedArray refScaleAlignedArray(probeSet.maxProbeCount, sizeof(Point4F)); static AlignedArray probeRefPositionAlignedArray(probeSet.maxProbeCount, sizeof(Point4F)); static AlignedArray probeConfigAlignedArray(probeSet.maxProbeCount, sizeof(Point4F)); for (U32 i = 0; i < probeSet.maxProbeCount; i++) { probePositionAlignedArray[i] = probeSet.probePositionArray[i]; probeRefPositionAlignedArray[i] = probeSet.probeRefPositionArray[i]; refScaleAlignedArray[i] = probeSet.refScaleArray[i]; probeConfigAlignedArray[i] = probeSet.probeConfigArray[i]; } if (probeSet.effectiveProbeCount != 0) { shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (S32)probeSet.effectiveProbeCount); shaderConsts->setSafe(probeShaderConsts->mProbePositionArraySC, probePositionAlignedArray); shaderConsts->setSafe(probeShaderConsts->mProbeRefPosArraySC, probeRefPositionAlignedArray); if (probeShaderConsts->isValid()) shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeSet.probeWorldToObjArray.address(), probeSet.probeWorldToObjArray.size(), GFXSCT_Float4x4); shaderConsts->setSafe(probeShaderConsts->mRefScaleArraySC, refScaleAlignedArray); shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataArraySC, probeConfigAlignedArray); } if (mBRDFTexture.isValid(), probeShaderConsts->mBRDFTextureMap->getSamplerRegister() != -1) GFX->setTexture(probeShaderConsts->mBRDFTextureMap->getSamplerRegister(), mBRDFTexture); if (mWetnessTexture.isValid() && probeShaderConsts->mWetnessTextureMap->getSamplerRegister() != -1) GFX->setTexture(probeShaderConsts->mWetnessTextureMap->getSamplerRegister(), mWetnessTexture); shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)probeSet.skyLightIdx); shaderConsts->setSafe(probeShaderConsts->mSkylightDampSC, (int)probeSet.skyLightDamp); if (probeShaderConsts->mProbeSpecularCubemapArraySC->getSamplerRegister() != -1) GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapArraySC->getSamplerRegister(), mPrefilterArray); if (probeShaderConsts->mProbeIrradianceCubemapArraySC->getSamplerRegister() != -1) GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapArraySC->getSamplerRegister(), mIrradianceArray); shaderConsts->setSafe(probeShaderConsts->mMaxProbeDrawDistanceSC, smMaxProbeDrawDistance); } } //============================================================================= // Deferred Rendering Functions //============================================================================= void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState* state) { PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters); mProbeData = ProbeDataSet(smMaxProbesPerFrame); getBestProbes(state->getCameraPosition(), &mProbeData); } void RenderProbeMgr::render( SceneRenderState *state ) { if (getProbeArrayEffect() == nullptr) { mActiveProbes.clear(); return; } GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE); //Sort the active probes mActiveProbes.sort(_probeScoreCmp); // Initialize and set the per-frame data _setupPerFrameParameters(state); // Early out if nothing to draw. if ((!RenderProbeMgr::smRenderReflectionProbes && !dStrcmp(Con::getVariable("$Probes::Capturing", "0"), "1")) || (!mHasSkylight && mProbeData.effectiveProbeCount == 0)) { getProbeArrayEffect()->setSkip(true); mActiveProbes.clear(); return; } GFXTransformSaver saver; //Visualization String useDebugAtten = Con::getVariable("$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("$Probes::showProbeContrib", "0"); mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib); if(mHasSkylight && mProbeData.effectiveProbeCount == 0) mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "1"); else mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "0"); String probePerFrame = Con::getVariable("$pref::MaxProbesPerFrame", "8"); mProbeArrayEffect->setShaderMacro("MAX_PROBES", probePerFrame); String probeCapturing = Con::getVariable("$Probes::Capturing", "0"); mProbeArrayEffect->setShaderMacro("CAPTURING", probeCapturing); mProbeArrayEffect->setTexture(3, mBRDFTexture); mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray); mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray); mProbeArrayEffect->setTexture(6, mWetnessTexture); //ssao mask if (AdvancedLightBinManager::smUseSSAOMask) { //find ssaoMask NamedTexTargetRef ssaoTarget = NamedTexTarget::find("ssaoMask"); GFXTextureObject* pTexObj = ssaoTarget->getTexture(); if (pTexObj) { mProbeArrayEffect->setShaderMacro("USE_SSAO_MASK"); mProbeArrayEffect->setTexture(7, pTexObj); } } else { mProbeArrayEffect->setTexture(7, GFXTexHandle(NULL)); } mProbeArrayEffect->setShaderConst("$numProbes", (S32)mProbeData.effectiveProbeCount); mProbeArrayEffect->setShaderConst("$skylightCubemapIdx", (S32)mProbeData.skyLightIdx); mProbeArrayEffect->setShaderConst(ShaderGenVars::skylightDamp, mProbeData.skyLightDamp); mProbeArrayEffect->setShaderConst("$cubeMips", (float)mPrefilterArray->getMipMapLevels()); //also set up some colors Vector contribColors; contribColors.setSize(mProbeData.effectiveProbeCount); if (mProbeData.effectiveProbeCount != 0) { if (useDebugContrib == String("1")) { MRandomLCG RandomGen; RandomGen.setSeed(mProbeData.effectiveProbeCount); for (U32 i = 0; i < mProbeData.effectiveProbeCount; 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("$probeContribColors", contribColors); mProbeArrayEffect->setShaderConst("$probePosArray", mProbeData.probePositionArray); mProbeArrayEffect->setShaderConst("$refPosArray", mProbeData.probeRefPositionArray); mProbeArrayEffect->setShaderConst("$worldToObjArray", mProbeData.probeWorldToObjArray); mProbeArrayEffect->setShaderConst("$refScaleArray", mProbeData.refScaleArray); mProbeArrayEffect->setShaderConst("$probeConfigData", mProbeData.probeConfigArray); mProbeArrayEffect->setShaderConst("$maxProbeDrawDistance", smMaxProbeDrawDistance); // Make sure the effect is gonna render. getProbeArrayEffect()->setSkip(false); } //============================================================================= // Console functions //============================================================================= DefineEngineMethod(RenderProbeMgr, bakeProbe, void, (ReflectionProbe* probe), (nullAsType< ReflectionProbe*>()), "@brief Bakes the cubemaps for a reflection probe\n\n.") { if(probe != nullptr) object->bakeProbe(probe); } DefineEngineMethod(RenderProbeMgr, bakeProbes, void, (),, "@brief Iterates over all reflection probes in the scene and bakes their cubemaps\n\n.") { object->bakeProbes(); }