advancedLightBinManager.cpp 32 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "lighting/advanced/advancedLightBinManager.h"
  24. #include "lighting/advanced/advancedLightManager.h"
  25. #include "lighting/advanced/advancedLightBufferConditioner.h"
  26. #include "lighting/shadowMap/shadowMapManager.h"
  27. #include "lighting/shadowMap/shadowMapPass.h"
  28. #include "lighting/shadowMap/lightShadowMap.h"
  29. #include "lighting/common/lightMapParams.h"
  30. #include "renderInstance/renderDeferredMgr.h"
  31. #include "gfx/gfxTransformSaver.h"
  32. #include "scene/sceneManager.h"
  33. #include "scene/sceneRenderState.h"
  34. #include "materials/materialManager.h"
  35. #include "materials/sceneData.h"
  36. #include "core/util/safeDelete.h"
  37. #include "core/util/rgb2luv.h"
  38. #include "gfx/gfxDebugEvent.h"
  39. #include "math/util/matrixSet.h"
  40. #include "console/consoleTypes.h"
  41. #include "gfx/gfxTextureManager.h"
  42. const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "specularLighting" );
  43. const String AdvancedLightBinManager::smBufferName( "specularLighting" );
  44. ShadowFilterMode AdvancedLightBinManager::smShadowFilterMode = ShadowFilterMode_SoftShadowHighQuality;
  45. bool AdvancedLightBinManager::smPSSMDebugRender = false;
  46. bool AdvancedLightBinManager::smUseSSAOMask = false;
  47. ImplementEnumType( ShadowFilterMode,
  48. "The shadow filtering modes for Advanced Lighting shadows.\n"
  49. "@ingroup AdvancedLighting" )
  50. { ShadowFilterMode_None, "None",
  51. "@brief Simple point sampled filtering.\n"
  52. "This is the fastest and lowest quality mode." },
  53. { ShadowFilterMode_SoftShadow, "SoftShadow",
  54. "@brief A variable tap rotated poisson disk soft shadow filter.\n"
  55. "It performs 4 taps to classify the point as in shadow, out of shadow, or along a "
  56. "shadow edge. Samples on the edge get an additional 8 taps to soften them." },
  57. { ShadowFilterMode_SoftShadowHighQuality, "SoftShadowHighQuality",
  58. "@brief A 12 tap rotated poisson disk soft shadow filter.\n"
  59. "It performs all the taps for every point without any early rejection." },
  60. EndImplementEnumType;
  61. // NOTE: The order here matches that of the LightInfo::Type enum.
  62. const String AdvancedLightBinManager::smLightMatNames[] =
  63. {
  64. "AL_PointLightMaterial", // LightInfo::Point
  65. "AL_SpotLightMaterial", // LightInfo::Spot
  66. "AL_VectorLightMaterial", // LightInfo::Vector
  67. "", // LightInfo::Ambient
  68. };
  69. // NOTE: The order here matches that of the LightInfo::Type enum.
  70. const GFXVertexFormat* AdvancedLightBinManager::smLightMatVertex[] =
  71. {
  72. getGFXVertexFormat<AdvancedLightManager::LightVertex>(), // LightInfo::Point
  73. getGFXVertexFormat<AdvancedLightManager::LightVertex>(), // LightInfo::Spot
  74. getGFXVertexFormat<FarFrustumQuadVert>(), // LightInfo::Vector
  75. NULL, // LightInfo::Ambient
  76. };
  77. // NOTE: The order here matches that of the ShadowType enum.
  78. const String AdvancedLightBinManager::smShadowTypeMacro[] =
  79. {
  80. "", // ShadowType_Spot
  81. "", // ShadowType_PSSM,
  82. "SHADOW_PARABOLOID", // ShadowType_Paraboloid,
  83. "SHADOW_DUALPARABOLOID_SINGLE_PASS", // ShadowType_DualParaboloidSinglePass,
  84. "SHADOW_DUALPARABOLOID", // ShadowType_DualParaboloid,
  85. "SHADOW_CUBE", // ShadowType_CubeMap,
  86. };
  87. AdvancedLightBinManager::RenderSignal &AdvancedLightBinManager::getRenderSignal()
  88. {
  89. static RenderSignal theSignal;
  90. return theSignal;
  91. }
  92. IMPLEMENT_CONOBJECT(AdvancedLightBinManager);
  93. ConsoleDocClass( AdvancedLightBinManager,
  94. "@brief Rendering Manager responsible for lighting, shadows, and global variables affecing both.\n\n"
  95. "Should not be exposed to TorqueScript as a game object, meant for internal use only\n\n"
  96. "@ingroup Lighting"
  97. );
  98. AdvancedLightBinManager::AdvancedLightBinManager( AdvancedLightManager *lm /* = NULL */,
  99. ShadowMapManager *sm /* = NULL */,
  100. GFXFormat lightBufferFormat /* = GFXFormatR8G8B8A8 */ )
  101. : RenderBinManager( RIT_LightInfo, 1.0f, 1.0f ),
  102. mNumLightsCulled(0),
  103. mLightManager(lm),
  104. mShadowManager(sm)
  105. {
  106. mMRTLightmapsDuringDeferred = true;
  107. Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
  108. Con::addVariableNotify( "$pref::Shadows::filterMode", callback );
  109. Con::addVariableNotify( "$AL::PSSMDebugRender", callback );
  110. Con::addVariableNotify( "$AL::UseSSAOMask", callback );
  111. }
  112. AdvancedLightBinManager::~AdvancedLightBinManager()
  113. {
  114. _deleteLightMaterials();
  115. Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
  116. Con::removeVariableNotify( "$pref::shadows::filterMode", callback );
  117. Con::removeVariableNotify( "$AL::PSSMDebugRender", callback );
  118. Con::removeVariableNotify( "$AL::UseSSAOMask", callback );
  119. }
  120. void AdvancedLightBinManager::consoleInit()
  121. {
  122. Parent::consoleInit();
  123. Con::addVariable( "$pref::shadows::filterMode",
  124. TYPEID<ShadowFilterMode>(), &smShadowFilterMode,
  125. "The filter mode to use for shadows.\n"
  126. "@ingroup AdvancedLighting\n" );
  127. Con::addVariable( "$AL::UseSSAOMask", TypeBool, &smUseSSAOMask,
  128. "Used by the SSAO PostEffect to toggle the sampling of ssaomask "
  129. "texture by the light shaders.\n"
  130. "@ingroup AdvancedLighting\n" );
  131. Con::addVariable( "$AL::PSSMDebugRender", TypeBool, &smPSSMDebugRender,
  132. "Enables debug rendering of the PSSM shadows.\n"
  133. "@ingroup AdvancedLighting\n" );
  134. }
  135. bool AdvancedLightBinManager::setTargetSize(const Point2I &newTargetSize)
  136. {
  137. /*bool ret = Parent::setTargetSize( newTargetSize );
  138. // We require the viewport to match the default.
  139. mNamedTarget.setViewport( GFX->getViewport() );
  140. return ret;*/
  141. return true;
  142. }
  143. bool AdvancedLightBinManager::_updateTargets()
  144. {
  145. /* PROFILE_SCOPE(AdvancedLightBinManager_updateTargets);
  146. bool ret = Parent::_updateTargets();
  147. mDiffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
  148. if (mDiffuseLightingTarget.isValid())
  149. {
  150. mDiffuseLightingTex = mDiffuseLightingTarget->getTexture();
  151. for (U32 i = 0; i < mTargetChainLength; i++)
  152. mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mDiffuseLightingTex);
  153. }
  154. GFX->finalizeReset();
  155. return ret;*/
  156. return true;
  157. }
  158. void AdvancedLightBinManager::addLight( LightInfo *light )
  159. {
  160. // Get the light type.
  161. const LightInfo::Type lightType = light->getType();
  162. AssertFatal( lightType == LightInfo::Point ||
  163. lightType == LightInfo::Spot, "Bogus light type." );
  164. // Find a shadow map for this light, if it has one
  165. ShadowMapParams *lsp = light->getExtended<ShadowMapParams>();
  166. LightShadowMap *lsm = lsp->getShadowMap();
  167. LightShadowMap *dynamicShadowMap = lsp->getShadowMap(true);
  168. // Get the right shadow type.
  169. ShadowType shadowType = ShadowType_None;
  170. if ( light->getCastShadows() &&
  171. lsm && lsm->hasShadowTex() &&
  172. !ShadowMapPass::smDisableShadows )
  173. shadowType = lsm->getShadowType();
  174. // Add the entry
  175. LightBinEntry lEntry;
  176. lEntry.lightInfo = light;
  177. lEntry.shadowMap = lsm;
  178. lEntry.dynamicShadowMap = dynamicShadowMap;
  179. lEntry.lightMaterial = _getLightMaterial( lightType, shadowType, lsp->hasCookieTex() );
  180. if( lightType == LightInfo::Spot )
  181. lEntry.vertBuffer = mLightManager->getConeMesh( lEntry.numPrims, lEntry.primBuffer );
  182. else
  183. lEntry.vertBuffer = mLightManager->getSphereMesh( lEntry.numPrims, lEntry.primBuffer );
  184. // If it's a point light, push front, spot
  185. // light, push back. This helps batches.
  186. Vector<LightBinEntry> &curBin = mLightBin;
  187. if ( light->getType() == LightInfo::Point )
  188. curBin.push_front( lEntry );
  189. else
  190. curBin.push_back( lEntry );
  191. }
  192. void AdvancedLightBinManager::clearAllLights()
  193. {
  194. Con::setIntVariable("lightMetrics::activeLights", mLightBin.size());
  195. Con::setIntVariable("lightMetrics::culledLights", mNumLightsCulled);
  196. mLightBin.clear();
  197. mNumLightsCulled = 0;
  198. }
  199. void AdvancedLightBinManager::render( SceneRenderState *state )
  200. {
  201. PROFILE_SCOPE( AdvancedLightManager_Render );
  202. // Take a look at the SceneRenderState and see if we should skip drawing the pre-pass
  203. if( state->disableAdvancedLightingBins() )
  204. return;
  205. // Automagically save & restore our viewport and transforms.
  206. GFXTransformSaver saver;
  207. if( !mLightManager )
  208. return;
  209. // Get the sunlight. If there's no sun, and no lights in the bins, no draw
  210. LightInfo *sunLight = mLightManager->getSpecialLight( LightManager::slSunLightType, false );
  211. GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render, ColorI::RED );
  212. // Tell the superclass we're about to render
  213. //if ( !_onPreRender( state ) )
  214. // return;
  215. NamedTexTargetRef sceneColorTargetRef = NamedTexTarget::find("AL_FormatToken");
  216. if (sceneColorTargetRef.isNull())
  217. return;
  218. GFXTextureTargetRef lightingTargetRef = GFX->allocRenderToTextureTarget();
  219. if (lightingTargetRef.isNull())
  220. return;
  221. //Do a quick pass to update our probes if they're dirty
  222. //PROBEMGR->updateDirtyProbes();
  223. lightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture());
  224. GFX->pushActiveRenderTarget();
  225. GFX->setActiveRenderTarget(lightingTargetRef);
  226. GFX->setViewport(sceneColorTargetRef->getViewport());
  227. // Restore transforms
  228. MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
  229. matrixSet.restoreSceneViewProjection();
  230. // Set up the SG Data
  231. SceneData sgData;
  232. sgData.init( state );
  233. // There are cases where shadow rendering is disabled.
  234. const bool disableShadows = /*state->isReflectPass() || */ShadowMapPass::smDisableShadows;
  235. // Pick the right material for rendering the sunlight... we only
  236. // cast shadows when its enabled and we're not in a reflection.
  237. LightMaterialInfo *vectorMatInfo;
  238. if ( sunLight &&
  239. sunLight->getCastShadows() &&
  240. !disableShadows &&
  241. sunLight->getExtended<ShadowMapParams>() )
  242. vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_PSSM, false );
  243. else
  244. vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_None, false );
  245. // Initialize and set the per-frame parameters after getting
  246. // the vector light material as we use lazy creation.
  247. _setupPerFrameParameters( state );
  248. // Draw sunlight/ambient
  249. if ( sunLight && vectorMatInfo )
  250. {
  251. GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render_Sunlight, ColorI::RED );
  252. // Set up SG data
  253. setupSGData( sgData, state, sunLight );
  254. vectorMatInfo->setLightParameters( sunLight, state );
  255. // Set light holds the active shadow map.
  256. mShadowManager->setLightShadowMapForLight( sunLight );
  257. // Set geometry
  258. GFX->setVertexBuffer( mFarFrustumQuadVerts );
  259. GFX->setPrimitiveBuffer( NULL );
  260. vectorMatInfo->matInstance->mSpecialLight = true;
  261. // Render the material passes
  262. while( vectorMatInfo->matInstance->setupPass( state, sgData ) )
  263. {
  264. vectorMatInfo->matInstance->setSceneInfo( state, sgData );
  265. vectorMatInfo->matInstance->setTransforms( matrixSet, state );
  266. GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
  267. }
  268. }
  269. // Blend the lights in the bin to the light buffer
  270. for( LightBinIterator itr = mLightBin.begin(); itr != mLightBin.end(); itr++ )
  271. {
  272. LightBinEntry& curEntry = *itr;
  273. LightInfo *curLightInfo = curEntry.lightInfo;
  274. LightMaterialInfo *curLightMat = curEntry.lightMaterial;
  275. const U32 numPrims = curEntry.numPrims;
  276. const U32 numVerts = curEntry.vertBuffer->mNumVerts;
  277. ShadowMapParams *lsp = curLightInfo->getExtended<ShadowMapParams>();
  278. // Skip lights which won't affect the scene.
  279. if ( !curLightMat || curLightInfo->getBrightness() <= 0.001f )
  280. continue;
  281. GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render_Light, ColorI::RED );
  282. setupSGData( sgData, state, curLightInfo );
  283. curLightMat->setLightParameters( curLightInfo, state );
  284. mShadowManager->setLightShadowMap( curEntry.shadowMap );
  285. mShadowManager->setLightDynamicShadowMap( curEntry.dynamicShadowMap );
  286. // Set geometry
  287. GFX->setVertexBuffer( curEntry.vertBuffer );
  288. GFX->setPrimitiveBuffer( curEntry.primBuffer );
  289. lsp->getOcclusionQuery()->begin();
  290. curLightMat->matInstance->mSpecialLight = false;
  291. // Render the material passes
  292. while( curLightMat->matInstance->setupPass( state, sgData ) )
  293. {
  294. // Set transforms
  295. matrixSet.setWorld(*sgData.objTrans);
  296. curLightMat->matInstance->setTransforms(matrixSet, state);
  297. curLightMat->matInstance->setSceneInfo(state, sgData);
  298. if(curEntry.primBuffer)
  299. GFX->drawIndexedPrimitive(GFXTriangleList, 0, 0, numVerts, 0, numPrims);
  300. else
  301. GFX->drawPrimitive(GFXTriangleList, 0, numPrims);
  302. }
  303. lsp->getOcclusionQuery()->end();
  304. }
  305. // Set NULL for active shadow map (so nothing gets confused)
  306. mShadowManager->setLightShadowMap(NULL);
  307. mShadowManager->setLightDynamicShadowMap(NULL);
  308. GFX->setVertexBuffer( NULL );
  309. GFX->setPrimitiveBuffer( NULL );
  310. // Fire off a signal to let others know that light-bin rendering is ending now
  311. getRenderSignal().trigger(state, this);
  312. // Finish up the rendering
  313. //_onPostRender();
  314. GFX->popActiveRenderTarget();
  315. }
  316. AdvancedLightBinManager::LightMaterialInfo* AdvancedLightBinManager::_getLightMaterial( LightInfo::Type lightType,
  317. ShadowType shadowType,
  318. bool useCookieTex )
  319. {
  320. PROFILE_SCOPE( AdvancedLightBinManager_GetLightMaterial );
  321. // Build the key.
  322. const LightMatKey key( lightType, shadowType, useCookieTex );
  323. // See if we've already built this one.
  324. LightMatTable::Iterator iter = mLightMaterials.find( key );
  325. if ( iter != mLightMaterials.end() )
  326. return iter->value;
  327. // If we got here we need to build a material for
  328. // this light+shadow combination.
  329. LightMaterialInfo *info = NULL;
  330. // First get the light material name and make sure
  331. // this light has a material in the first place.
  332. const String &lightMatName = smLightMatNames[ lightType ];
  333. if ( lightMatName.isNotEmpty() )
  334. {
  335. Vector<GFXShaderMacro> shadowMacros;
  336. // Setup the shadow type macros for this material.
  337. if ( shadowType == ShadowType_None )
  338. shadowMacros.push_back( GFXShaderMacro( "NO_SHADOW" ) );
  339. else
  340. {
  341. shadowMacros.push_back( GFXShaderMacro( smShadowTypeMacro[ shadowType ] ) );
  342. // Do we need to do shadow filtering?
  343. if ( smShadowFilterMode != ShadowFilterMode_None )
  344. {
  345. shadowMacros.push_back( GFXShaderMacro( "SOFTSHADOW" ) );
  346. const F32 SM = GFX->getPixelShaderVersion();
  347. if ( SM >= 3.0f && smShadowFilterMode == ShadowFilterMode_SoftShadowHighQuality )
  348. shadowMacros.push_back( GFXShaderMacro( "SOFTSHADOW_HIGH_QUALITY" ) );
  349. }
  350. }
  351. if ( useCookieTex )
  352. shadowMacros.push_back( GFXShaderMacro( "USE_COOKIE_TEX" ) );
  353. // Its safe to add the PSSM debug macro to all the materials.
  354. if ( smPSSMDebugRender )
  355. shadowMacros.push_back( GFXShaderMacro( "PSSM_DEBUG_RENDER" ) );
  356. // Now create the material info object.
  357. info = new LightMaterialInfo( lightMatName, smLightMatVertex[ lightType ], shadowMacros );
  358. }
  359. // Push this into the map and return it.
  360. mLightMaterials.insertUnique( key, info );
  361. return info;
  362. }
  363. void AdvancedLightBinManager::_deleteLightMaterials()
  364. {
  365. LightMatTable::Iterator iter = mLightMaterials.begin();
  366. for ( ; iter != mLightMaterials.end(); iter++ )
  367. delete iter->value;
  368. mLightMaterials.clear();
  369. }
  370. void AdvancedLightBinManager::_setupPerFrameParameters( const SceneRenderState *state )
  371. {
  372. PROFILE_SCOPE( AdvancedLightBinManager_SetupPerFrameParameters );
  373. const Frustum &frustum = state->getCameraFrustum();
  374. MatrixF invCam( frustum.getTransform() );
  375. invCam.inverse();
  376. const Point3F *wsFrustumPoints = frustum.getPoints();
  377. const Point3F& cameraPos = frustum.getPosition();
  378. // Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
  379. // polygon, which is at the far plane.
  380. Point3F cameraOffsetPos = cameraPos;
  381. // Now build the quad for drawing full-screen vector light
  382. // passes.... this is a volatile VB and updates every frame.
  383. FarFrustumQuadVert verts[4];
  384. {
  385. verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
  386. invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
  387. verts[0].texCoord.set(-1.0, 1.0);
  388. verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
  389. verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
  390. invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
  391. verts[1].texCoord.set(1.0, 1.0);
  392. verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
  393. verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
  394. invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
  395. verts[2].texCoord.set(-1.0, -1.0);
  396. verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
  397. verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
  398. invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
  399. verts[3].texCoord.set(1.0, -1.0);
  400. verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
  401. }
  402. mFarFrustumQuadVerts.set( GFX, 4 );
  403. dMemcpy( mFarFrustumQuadVerts.lock(), verts, sizeof( verts ) );
  404. mFarFrustumQuadVerts.unlock();
  405. PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
  406. PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
  407. // Parameters calculated, assign them to the materials
  408. LightMatTable::Iterator iter = mLightMaterials.begin();
  409. for ( ; iter != mLightMaterials.end(); iter++ )
  410. {
  411. if ( iter->value )
  412. iter->value->setViewParameters( frustum.getNearDist(),
  413. frustum.getFarDist(),
  414. frustum.getPosition(),
  415. farPlane,
  416. vsFarPlane);
  417. }
  418. }
  419. void AdvancedLightBinManager::setupSGData( SceneData &data, const SceneRenderState* state, LightInfo *light )
  420. {
  421. PROFILE_SCOPE( AdvancedLightBinManager_setupSGData );
  422. data.lights[0] = light;
  423. data.ambientLightColor = state->getAmbientLightColor();
  424. data.objTrans = &MatrixF::Identity;
  425. if ( light )
  426. {
  427. if ( light->getType() == LightInfo::Point )
  428. {
  429. // The point light volume gets some flat spots along
  430. // the perimiter mostly visible in the constant and
  431. // quadradic falloff modes.
  432. //
  433. // To account for them slightly increase the scale
  434. // instead of greatly increasing the polycount.
  435. mLightMat = light->getTransform();
  436. mLightMat.scale( light->getRange() * 1.01f );
  437. data.objTrans = &mLightMat;
  438. }
  439. else if ( light->getType() == LightInfo::Spot )
  440. {
  441. mLightMat = light->getTransform();
  442. // Rotate it to face down the -y axis.
  443. MatrixF scaleRotateTranslate( EulerF( M_PI_F / -2.0f, 0.0f, 0.0f ) );
  444. // Calculate the radius based on the range and angle.
  445. F32 range = light->getRange().x;
  446. F32 radius = range * mSin( mDegToRad( light->getOuterConeAngle() ) * 0.5f );
  447. // NOTE: This fudge makes the cone a little bigger
  448. // to remove the facet egde of the cone geometry.
  449. radius *= 1.1f;
  450. // Use the scale to distort the cone to
  451. // match our radius and range.
  452. scaleRotateTranslate.scale( Point3F( radius, radius, range ) );
  453. // Apply the transform and set the position.
  454. mLightMat *= scaleRotateTranslate;
  455. mLightMat.setPosition( light->getPosition() );
  456. data.objTrans = &mLightMat;
  457. }
  458. }
  459. }
  460. void AdvancedLightBinManager::MRTLightmapsDuringDeferred( bool val )
  461. {
  462. // Do not enable if the GFX device can't do MRT's
  463. if ( GFX->getNumRenderTargets() < 2 )
  464. val = false;
  465. if ( mMRTLightmapsDuringDeferred != val )
  466. {
  467. mMRTLightmapsDuringDeferred = val;
  468. // Reload materials to cause a feature recalculation on deferred materials
  469. if(mLightManager->isActive())
  470. MATMGR->flushAndReInitInstances();
  471. RenderDeferredMgr *deferred;
  472. if ( Sim::findObject( "AL_DeferredBin", deferred ) && deferred->getTargetTexture( 0 ) )
  473. deferred->updateTargets();
  474. }
  475. }
  476. AdvancedLightBinManager::LightMaterialInfo::LightMaterialInfo( const String &matName,
  477. const GFXVertexFormat *vertexFormat,
  478. const Vector<GFXShaderMacro> &macros )
  479. : matInstance(NULL),
  480. zNearFarInvNearFar(NULL),
  481. farPlane(NULL),
  482. vsFarPlane(NULL),
  483. negFarPlaneDotEye(NULL),
  484. lightPosition(NULL),
  485. lightDirection(NULL),
  486. lightColor(NULL),
  487. lightRange(NULL),
  488. lightInvSqrRange(NULL),
  489. lightAmbient(NULL),
  490. lightSpotParams(NULL)
  491. {
  492. Material *mat = MATMGR->getMaterialDefinitionByName( matName );
  493. if ( !mat )
  494. return;
  495. matInstance = new LightMatInstance( *mat );
  496. for ( U32 i=0; i < macros.size(); i++ )
  497. matInstance->addShaderMacro( macros[i].name, macros[i].value );
  498. matInstance->init( MATMGR->getDefaultFeatures(), vertexFormat );
  499. lightDirection = matInstance->getMaterialParameterHandle("$lightDirection");
  500. lightAmbient = matInstance->getMaterialParameterHandle("$lightAmbient");
  501. lightSpotParams = matInstance->getMaterialParameterHandle("$lightSpotParams");
  502. lightRange = matInstance->getMaterialParameterHandle("$lightRange");
  503. lightInvSqrRange = matInstance->getMaterialParameterHandle("$lightInvSqrRange");
  504. lightPosition = matInstance->getMaterialParameterHandle("$lightPosition");
  505. farPlane = matInstance->getMaterialParameterHandle("$farPlane");
  506. vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
  507. negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
  508. zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
  509. lightColor = matInstance->getMaterialParameterHandle("$lightColor");
  510. lightBrightness = matInstance->getMaterialParameterHandle("$lightBrightness");
  511. }
  512. AdvancedLightBinManager::LightMaterialInfo::~LightMaterialInfo()
  513. {
  514. SAFE_DELETE(matInstance);
  515. }
  516. void AdvancedLightBinManager::LightMaterialInfo::setViewParameters( const F32 _zNear,
  517. const F32 _zFar,
  518. const Point3F &_eyePos,
  519. const PlaneF &_farPlane,
  520. const PlaneF &_vsFarPlane)
  521. {
  522. MaterialParameters *matParams = matInstance->getMaterialParameters();
  523. matParams->setSafe( farPlane, *((const Point4F *)&_farPlane) );
  524. matParams->setSafe( vsFarPlane, *((const Point4F *)&_vsFarPlane) );
  525. if ( negFarPlaneDotEye->isValid() )
  526. {
  527. // -dot( farPlane, eyePos )
  528. const F32 negFarPlaneDotEyeVal = -( mDot( *((const Point3F *)&_farPlane), _eyePos ) + _farPlane.d );
  529. matParams->set( negFarPlaneDotEye, negFarPlaneDotEyeVal );
  530. }
  531. matParams->setSafe( zNearFarInvNearFar, Point4F( _zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar ) );
  532. }
  533. void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const LightInfo *lightInfo, const SceneRenderState* renderState )
  534. {
  535. MaterialParameters *matParams = matInstance->getMaterialParameters();
  536. matParams->setSafe( lightColor, lightInfo->getColor() );
  537. matParams->setSafe( lightBrightness, lightInfo->getBrightness() );
  538. switch( lightInfo->getType() )
  539. {
  540. case LightInfo::Vector:
  541. {
  542. matParams->setSafe( lightDirection, lightInfo->getDirection());
  543. matParams->setSafe( lightAmbient, renderState->getAmbientLightColor());
  544. }
  545. break;
  546. case LightInfo::Spot:
  547. {
  548. const F32 outerCone = lightInfo->getOuterConeAngle();
  549. const F32 innerCone = getMin(lightInfo->getInnerConeAngle(), outerCone);
  550. const F32 outerCos = mCos(mDegToRad(outerCone / 2.0f));
  551. const F32 innerCos = mCos(mDegToRad(innerCone / 2.0f));
  552. Point2F spotParams(outerCos,innerCos - outerCos);
  553. matParams->setSafe( lightSpotParams, spotParams );
  554. matParams->setSafe( lightDirection, lightInfo->getDirection());
  555. matParams->setSafe( lightPosition, lightInfo->getPosition());
  556. const F32 radius = lightInfo->getRange().x;
  557. const F32 invSqrRadius = 1.0f / mSquared(radius);
  558. matParams->setSafe(lightRange, radius);
  559. matParams->setSafe(lightInvSqrRange, invSqrRadius);
  560. }
  561. break;
  562. case LightInfo::Point:
  563. {
  564. matParams->setSafe(lightPosition, lightInfo->getPosition());
  565. const F32 radius = lightInfo->getRange().x;
  566. const F32 invSqrRadius = 1.0f / (radius * radius);
  567. matParams->setSafe( lightRange, radius);
  568. matParams->setSafe( lightInvSqrRange, invSqrRadius);
  569. }
  570. break;
  571. default:
  572. AssertFatal( false, "Bad light type!" );
  573. break;
  574. }
  575. }
  576. bool LightMatInstance::setupPass( SceneRenderState *state, const SceneData &sgData )
  577. {
  578. // Go no further if the material failed to initialize properly.
  579. if ( !mProcessedMaterial ||
  580. mProcessedMaterial->getNumPasses() == 0 )
  581. return false;
  582. U32 reflectStatus = Base;
  583. if (state->isReflectPass())
  584. reflectStatus = Reflecting;
  585. // Fetch the lightmap params
  586. const LightMapParams *lmParams = sgData.lights[0]->getExtended<LightMapParams>();
  587. // If no Lightmap params, let parent handle it
  588. if(lmParams == NULL)
  589. return Parent::setupPass(state, sgData);
  590. // Defaults
  591. bool bRetVal = true;
  592. // What render pass is this...
  593. if(mCurPass == -1)
  594. {
  595. // First pass, reset this flag
  596. mInternalPass = false;
  597. // Pass call to parent
  598. bRetVal = Parent::setupPass(state, sgData);
  599. }
  600. else
  601. {
  602. // If this light is represented in a lightmap, it has already done it's
  603. // job for non-lightmapped geometry. Now render the lightmapped geometry
  604. // pass (specular + shadow-darkening)
  605. if(!mInternalPass && lmParams->representedInLightmap)
  606. mInternalPass = true;
  607. else
  608. return Parent::setupPass(state, sgData);
  609. }
  610. // Set up the shader constants we need to...
  611. if(mLightMapParamsSC->isValid())
  612. {
  613. // If this is an internal pass, special case the parameters
  614. if(mInternalPass)
  615. {
  616. AssertFatal( lmParams->shadowDarkenColor.alpha == -1.0f, "Assumption failed, check unpack code!" );
  617. getMaterialParameters()->set( mLightMapParamsSC, lmParams->shadowDarkenColor );
  618. }
  619. else
  620. getMaterialParameters()->set( mLightMapParamsSC, LinearColorF::WHITE );
  621. }
  622. // Now override stateblock with our own
  623. if(!mInternalPass)
  624. {
  625. // If this is not an internal pass, and this light is represented in lightmaps
  626. // than only effect non-lightmapped geometry for this pass
  627. if (lmParams->representedInLightmap)
  628. {
  629. GFX->setStateBlock(mLitState[StaticLightNonLMGeometry][reflectStatus]);
  630. }
  631. else // This is a normal, dynamic light.
  632. {
  633. if (mSpecialLight)
  634. GFX->setStateBlock(mLitState[SunLight][reflectStatus]);
  635. else
  636. GFX->setStateBlock(mLitState[DynamicLight][reflectStatus]);
  637. }
  638. }
  639. else // Internal pass, this is the add-specular/multiply-darken-color pass
  640. GFX->setStateBlock(mLitState[StaticLightLMGeometry][reflectStatus]);
  641. return bRetVal;
  642. }
  643. bool LightMatInstance::init( const FeatureSet &features, const GFXVertexFormat *vertexFormat )
  644. {
  645. bool success = Parent::init(features, vertexFormat);
  646. // If the initialization failed don't continue.
  647. if ( !success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0 )
  648. return false;
  649. mLightMapParamsSC = getMaterialParameterHandle("$lightMapParams");
  650. // Grab the state block for the first render pass (since this mat instance
  651. // inserts a pass after the first pass)
  652. AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
  653. const RenderPassData *rpd = mProcessedMaterial->getPass(0);
  654. AssertFatal(rpd, "No render pass data!");
  655. AssertFatal(rpd->mRenderStates[0], "No render state 0!");
  656. // Get state block desc for normal (not wireframe, not translucent, not glow, etc)
  657. // render state
  658. GFXStateBlockDesc litState = rpd->mRenderStates[0]->getDesc();
  659. // Create state blocks for each of the 3 possible combos in setupPass
  660. //DynamicLight State: This will effect lightmapped and non-lightmapped geometry
  661. // in the same way.
  662. litState.separateAlphaBlendDefined = true;
  663. litState.separateAlphaBlendEnable = false;
  664. litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask | RenderDeferredMgr::OpaqueStaticLitMask;
  665. litState.setCullMode(GFXCullCW);
  666. mLitState[DynamicLight][Base] = GFX->createStateBlock(litState);
  667. litState.setCullMode(GFXCullCCW);
  668. mLitState[DynamicLight][Reflecting] = GFX->createStateBlock(litState);
  669. litState.separateAlphaBlendDefined = true;
  670. litState.separateAlphaBlendEnable = false;
  671. litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask | RenderDeferredMgr::OpaqueStaticLitMask;
  672. litState.setCullMode(GFXCullCCW);
  673. mLitState[SunLight][Base] = GFX->createStateBlock(litState);
  674. litState.setCullMode(GFXCullCCW);
  675. mLitState[SunLight][Reflecting] = GFX->createStateBlock(litState);
  676. // StaticLightNonLMGeometry State: This will treat non-lightmapped geometry
  677. // in the usual way, but will not effect lightmapped geometry.
  678. litState.separateAlphaBlendDefined = true;
  679. litState.separateAlphaBlendEnable = false;
  680. litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask;
  681. litState.setCullMode(GFXCullCW);
  682. mLitState[StaticLightNonLMGeometry][Base] = GFX->createStateBlock(litState);
  683. litState.setCullMode(GFXCullCCW);
  684. mLitState[StaticLightNonLMGeometry][Reflecting] = GFX->createStateBlock(litState);
  685. // StaticLightLMGeometry State: This will add specular information (alpha) but
  686. // multiply-darken color information.
  687. litState.blendDest = GFXBlendSrcColor;
  688. litState.blendSrc = GFXBlendZero;
  689. litState.stencilMask = RenderDeferredMgr::OpaqueStaticLitMask;
  690. litState.separateAlphaBlendDefined = true;
  691. litState.separateAlphaBlendEnable = true;
  692. litState.separateAlphaBlendSrc = GFXBlendOne;
  693. litState.separateAlphaBlendDest = GFXBlendOne;
  694. litState.separateAlphaBlendOp = GFXBlendOpAdd;
  695. litState.setCullMode(GFXCullCW);
  696. mLitState[StaticLightLMGeometry][Base] = GFX->createStateBlock(litState);
  697. litState.setCullMode(GFXCullCCW);
  698. mLitState[StaticLightLMGeometry][Reflecting] = GFX->createStateBlock(litState);
  699. return true;
  700. }