renderProbeMgr.cpp 33 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 "renderProbeMgr.h"
  23. #include "console/consoleTypes.h"
  24. #include "scene/sceneObject.h"
  25. #include "materials/materialManager.h"
  26. #include "scene/sceneRenderState.h"
  27. #include "math/util/sphereMesh.h"
  28. #include "math/util/matrixSet.h"
  29. #include "materials/processedMaterial.h"
  30. #include "renderInstance/renderDeferredMgr.h"
  31. #include "math/mPolyhedron.impl.h"
  32. #include "gfx/gfxTransformSaver.h"
  33. #include "gfx/gfxDebugEvent.h"
  34. #include "shaderGen/shaderGenVars.h"
  35. #include "materials/shaderData.h"
  36. #include "gfx/gfxTextureManager.h"
  37. #include "postFx/postEffect.h"
  38. IMPLEMENT_CONOBJECT(RenderProbeMgr);
  39. ConsoleDocClass( RenderProbeMgr,
  40. "@brief A render bin which uses object callbacks for rendering.\n\n"
  41. "This render bin gathers object render instances and calls its delegate "
  42. "method to perform rendering. It is used infrequently for specialized "
  43. "scene objects which perform custom rendering.\n\n"
  44. "@ingroup RenderBin\n" );
  45. RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL;
  46. bool RenderProbeMgr::smRenderReflectionProbes = true;
  47. S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
  48. {
  49. // Debug Profiling.
  50. PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
  51. // Fetch asset definitions.
  52. const ProbeRenderInst* pReflectProbeA = (*(ProbeRenderInst**)a);
  53. const ProbeRenderInst* pReflectProbeB = (*(ProbeRenderInst**)b);
  54. //sort by score
  55. return pReflectProbeA->mScore - pReflectProbeB->mScore;
  56. }
  57. //
  58. //
  59. ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
  60. mTransform(true),
  61. mDirty(false),
  62. mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
  63. mPriority(1.0f),
  64. mScore(0.0f),
  65. mDebugRender(false),
  66. mCubemap(NULL),
  67. mIrradianceCubemap(NULL),
  68. mBRDFTexture(NULL),
  69. mRadius(1.0f),
  70. mIntensity(1.0f),
  71. mProbePosOffset(0, 0, 0),
  72. numPrims(0)
  73. {
  74. for (U32 i = 0; i < 5; ++i)
  75. {
  76. mSHConstants[i] = 0;
  77. }
  78. }
  79. ProbeRenderInst::~ProbeRenderInst()
  80. {
  81. if (mCubemap && mCubemap.isValid())
  82. {
  83. mCubemap.free();
  84. }
  85. if (mIrradianceCubemap && mIrradianceCubemap.isValid())
  86. {
  87. mIrradianceCubemap.free();
  88. }
  89. if (mBRDFTexture && mBRDFTexture->isValid())
  90. {
  91. mBRDFTexture->free();
  92. }
  93. }
  94. void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
  95. {
  96. mTransform = probeInfo->mTransform;
  97. mAmbient = probeInfo->mAmbient;
  98. mCubemap = probeInfo->mCubemap;
  99. mIrradianceCubemap = probeInfo->mIrradianceCubemap;
  100. mBRDFTexture = probeInfo->mBRDFTexture;
  101. mRadius = probeInfo->mRadius;
  102. mIntensity = probeInfo->mIntensity;
  103. mProbeShapeType = probeInfo->mProbeShapeType;
  104. numPrims = probeInfo->numPrims;
  105. numVerts = probeInfo->numVerts;
  106. numIndicesForPoly = probeInfo->numIndicesForPoly;
  107. mBounds = probeInfo->mBounds;
  108. mIsSkylight = probeInfo->mIsSkylight;
  109. mScore = probeInfo->mScore;
  110. for (U32 i = 0; i < 9; i++)
  111. {
  112. mSHTerms[i] = probeInfo->mSHTerms[i];
  113. }
  114. for (U32 i = 0; i < 5; i++)
  115. {
  116. mSHConstants[i] = probeInfo->mSHConstants[i];
  117. }
  118. }
  119. void ProbeRenderInst::getWorldToLightProj(MatrixF *outMatrix) const
  120. {
  121. *outMatrix = getTransform();
  122. outMatrix->inverse();
  123. }
  124. ProbeShaderConstants::ProbeShaderConstants()
  125. : mInit(false),
  126. mShader(NULL),
  127. mProbeParamsSC(NULL),
  128. mProbePositionSC(NULL),
  129. mProbeRadiusSC(NULL),
  130. mProbeBoxMinSC(NULL),
  131. mProbeBoxMaxSC(NULL),
  132. mProbeIsSphereSC(NULL),
  133. mProbeLocalPosSC(NULL),
  134. mProbeCubemapSC(NULL),
  135. mProbeCountSC(NULL)
  136. {
  137. }
  138. ProbeShaderConstants::~ProbeShaderConstants()
  139. {
  140. if (mShader.isValid())
  141. {
  142. mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
  143. mShader = NULL;
  144. }
  145. }
  146. void ProbeShaderConstants::init(GFXShader* shader)
  147. {
  148. if (mShader.getPointer() != shader)
  149. {
  150. if (mShader.isValid())
  151. mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
  152. mShader = shader;
  153. mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
  154. }
  155. mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
  156. //Reflection Probes
  157. mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
  158. mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
  159. mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
  160. mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
  161. mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
  162. mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
  163. mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
  164. mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
  165. mInit = true;
  166. }
  167. void ProbeShaderConstants::_onShaderReload()
  168. {
  169. if (mShader.isValid())
  170. init(mShader);
  171. }
  172. //
  173. //
  174. bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
  175. {
  176. mShaderMat = nullptr;
  177. bool success = Parent::init(features, vertexFormat);
  178. // If the initialization failed don't continue.
  179. if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
  180. return false;
  181. mShaderMat = static_cast<ProcessedShaderMaterial*>(getShaderMaterial());
  182. mShaderMat->init(features, vertexFormat, mFeaturesDelegate);
  183. //mShaderMat->setMaterialParameters(mDefaultParameters, 0);
  184. return true;
  185. }
  186. bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
  187. {
  188. if (!Parent::setupPass(state, sgData))
  189. return false;
  190. AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
  191. const RenderPassData *rpd = mProcessedMaterial->getPass(0);
  192. AssertFatal(rpd, "No render pass data!");
  193. AssertFatal(rpd->mRenderStates[0], "No render state 0!");
  194. if (!mProjectionState)
  195. {
  196. GFXStateBlockDesc desc;
  197. desc.setZReadWrite(false);
  198. desc.zWriteEnable = false;
  199. desc.setCullMode(GFXCullNone);
  200. desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvDestAlpha, GFXBlendOpAdd);
  201. mProjectionState = GFX->createStateBlock(desc);
  202. }
  203. // Now override stateblock with our own
  204. GFX->setStateBlock(mProjectionState);
  205. return true;
  206. }
  207. //
  208. //
  209. RenderProbeMgr::RenderProbeMgr()
  210. : RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f),
  211. mReflectProbeMaterial(nullptr),
  212. mLastShader(nullptr),
  213. mLastConstants(nullptr)
  214. {
  215. String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
  216. mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
  217. probePositions.setSize(MAXPROBECOUNT);
  218. probePositions.fill(Point3F::Zero);
  219. probeWorldToObj.setSize(MAXPROBECOUNT);
  220. probeWorldToObj.fill(MatrixF::Identity);
  221. probeBBMin.setSize(MAXPROBECOUNT);
  222. probeBBMin.fill(Point3F::Zero);
  223. probeBBMax.setSize(MAXPROBECOUNT);
  224. probeBBMax.fill(Point3F::Zero);
  225. probeUseSphereMode.setSize(MAXPROBECOUNT);
  226. probeUseSphereMode.fill(0.0f);
  227. probeRadius.setSize(MAXPROBECOUNT);
  228. probeRadius.fill(0.0f);
  229. probeAttenuation.setSize(MAXPROBECOUNT);
  230. probeAttenuation.fill(0.0f);
  231. cubeMaps.setSize(MAXPROBECOUNT);
  232. cubeMaps.fill(NULL);
  233. irradMaps.setSize(MAXPROBECOUNT);
  234. irradMaps.fill(NULL);
  235. mEffectiveProbeCount = 0;
  236. mProbeArrayEffect = nullptr;
  237. numProbesSC = nullptr;
  238. }
  239. RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
  240. : RenderBinManager(riType, renderOrder, processAddOrder)
  241. {
  242. }
  243. void RenderProbeMgr::initPersistFields()
  244. {
  245. Parent::initPersistFields();
  246. }
  247. void RenderProbeMgr::addElement(RenderInst *inst)
  248. {
  249. // If this instance is translucent handle it in RenderTranslucentMgr
  250. //if (inst->translucentSort)
  251. return;
  252. //AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?");
  253. /*internalAddElement(inst);
  254. ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
  255. if (probeInst->mIsSkylight)
  256. {
  257. addSkylightProbe(probeInst);
  258. }
  259. else
  260. {
  261. if (probeInst->mProbeShapeType == ProbeInfo::Sphere)
  262. addSphereReflectionProbe(probeInst);
  263. else
  264. addConvexReflectionProbe(probeInst);
  265. }*/
  266. }
  267. void RenderProbeMgr::registerProbe(U32 probeIdx)
  268. {
  269. //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
  270. if (probeIdx >= ProbeRenderInst::all.size())
  271. return;
  272. mRegisteredProbes.push_back_unique(probeIdx);
  273. //rebuild our probe data
  274. //_setupStaticParameters();
  275. }
  276. void RenderProbeMgr::unregisterProbe(U32 probeIdx)
  277. {
  278. //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
  279. if (probeIdx >= ProbeRenderInst::all.size())
  280. return;
  281. mRegisteredProbes.remove(probeIdx);
  282. //rebuild our probe data
  283. //_setupStaticParameters();
  284. }
  285. //
  286. //
  287. PostEffect* RenderProbeMgr::getProbeArrayEffect()
  288. {
  289. if (!mProbeArrayEffect)
  290. {
  291. mProbeArrayEffect = dynamic_cast<PostEffect*>(Sim::findObject("reflectionProbeArrayPostFX"));
  292. if (!mProbeArrayEffect)
  293. return nullptr;
  294. }
  295. return mProbeArrayEffect;
  296. }
  297. //remove
  298. //Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
  299. //Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
  300. //
  301. void RenderProbeMgr::_setupStaticParameters()
  302. {
  303. mLastShader = mProbeArrayEffect->getShader();
  304. if (mLastShader == nullptr)
  305. return;
  306. mLastConstants = mLastShader->allocConstBuffer();
  307. numProbesSC = mLastShader->getShaderConstHandle("$numProbes");
  308. probePositionSC = mLastShader->getShaderConstHandle("$inProbePosArray");
  309. probeWorldToObjSC = mLastShader->getShaderConstHandle("$worldToObjArray");
  310. probeBBMinSC = mLastShader->getShaderConstHandle("$bbMinArray");
  311. probeBBMaxSC = mLastShader->getShaderConstHandle("$bbMaxArray");
  312. probeUseSphereModeSC = mLastShader->getShaderConstHandle("$useSphereMode");
  313. probeRadiusSC = mLastShader->getShaderConstHandle("$radius");
  314. probeAttenuationSC = mLastShader->getShaderConstHandle("$attenuation");
  315. //Array rendering
  316. U32 probeCount = ProbeRenderInst::all.size();
  317. mEffectiveProbeCount = 0;
  318. for (U32 i = 0; i < probeCount; i++)
  319. {
  320. if (mEffectiveProbeCount >= MAXPROBECOUNT)
  321. break;
  322. ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
  323. if (!curEntry->mIsEnabled)
  324. continue;
  325. if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
  326. continue;
  327. if (!curEntry->mCubemap->isInitialised())
  328. continue;
  329. if (curEntry->mIsSkylight)
  330. continue;
  331. //Setup
  332. const Point3F &probePos = curEntry->getPosition();
  333. probePositions[i] = probePos + curEntry->mProbePosOffset;
  334. MatrixF trans = curEntry->getTransform();
  335. trans.inverse();
  336. probeWorldToObj[i] = trans;
  337. probeBBMin[i] = curEntry->mBounds.minExtents;
  338. probeBBMax[i] = curEntry->mBounds.maxExtents;
  339. probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
  340. probeRadius[i] = curEntry->mRadius;
  341. probeAttenuation[i] = 1;
  342. cubeMaps[i] = curEntry->mCubemap;
  343. irradMaps[i] = curEntry->mIrradianceCubemap;
  344. mEffectiveProbeCount++;
  345. }
  346. if (mEffectiveProbeCount != 0)
  347. {
  348. mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
  349. mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
  350. mCubemapArray->initStatic(cubeMaps.address(), mEffectiveProbeCount);
  351. mIrradArray->initStatic(irradMaps.address(), mEffectiveProbeCount);
  352. /*NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
  353. if (deferredTarget)
  354. GFX->setTexture(0, deferredTarget->getTexture());
  355. else
  356. GFX->setTexture(0, NULL);
  357. NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
  358. if (colorTarget)
  359. GFX->setTexture(1, colorTarget->getTexture());
  360. else
  361. GFX->setTexture(1, NULL);
  362. NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
  363. if (matinfoTarget)
  364. GFX->setTexture(2, matinfoTarget->getTexture());
  365. else
  366. GFX->setTexture(2, NULL);
  367. if (mBrdfTexture)
  368. {
  369. GFX->setTexture(3, mBrdfTexture);
  370. }
  371. else
  372. GFX->setTexture(3, NULL);*/
  373. //GFX->setCubeArrayTexture(4, mCubemapArray);
  374. //GFX->setCubeArrayTexture(5, mIrradArray);
  375. ProbeRenderInst* curEntry = ProbeRenderInst::all[0];
  376. //count = MAXPROBECOUNT;
  377. //Final packing
  378. mProbePositions = AlignedArray<Point4F>(mEffectiveProbeCount, sizeof(Point4F), (U8*)probePositions.address(), false);
  379. mProbeBBMin = AlignedArray<Point4F>(mEffectiveProbeCount, sizeof(Point4F), (U8*)probeBBMin.address(), false);
  380. mProbeBBMax = AlignedArray<Point4F>(mEffectiveProbeCount, sizeof(Point4F), (U8*)probeBBMax.address(), false);
  381. mProbeUseSphereMode = AlignedArray<float>(mEffectiveProbeCount, sizeof(float), (U8*)probeUseSphereMode.address(), false);
  382. mProbeRadius = AlignedArray<float>(mEffectiveProbeCount, sizeof(float), (U8*)probeRadius.address(), false);
  383. mProbeAttenuation = AlignedArray<float>(mEffectiveProbeCount, sizeof(float), (U8*)probeAttenuation.address(), false);
  384. }
  385. }
  386. void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
  387. {
  388. PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
  389. const Frustum &frustum = state->getCameraFrustum();
  390. MatrixF invCam(frustum.getTransform());
  391. invCam.inverse();
  392. const Point3F *wsFrustumPoints = frustum.getPoints();
  393. const Point3F& cameraPos = frustum.getPosition();
  394. // Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
  395. // polygon, which is at the far plane.
  396. Point3F cameraOffsetPos = cameraPos;
  397. // Now build the quad for drawing full-screen vector light
  398. // passes.... this is a volatile VB and updates every frame.
  399. FarFrustumQuadVert verts[4];
  400. {
  401. verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
  402. invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
  403. verts[0].texCoord.set(-1.0, 1.0);
  404. verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
  405. verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
  406. invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
  407. verts[1].texCoord.set(1.0, 1.0);
  408. verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
  409. verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
  410. invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
  411. verts[2].texCoord.set(-1.0, -1.0);
  412. verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
  413. verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
  414. invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
  415. verts[3].texCoord.set(1.0, -1.0);
  416. verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
  417. }
  418. mFarFrustumQuadVerts.set(GFX, 4);
  419. dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
  420. mFarFrustumQuadVerts.unlock();
  421. PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
  422. PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
  423. ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
  424. if (reflProbeMat != nullptr && reflProbeMat->matInstance != nullptr)
  425. {
  426. reflProbeMat->setViewParameters(frustum.getNearDist(),
  427. frustum.getFarDist(),
  428. frustum.getPosition(),
  429. farPlane,
  430. vsFarPlane);
  431. }
  432. }
  433. RenderProbeMgr::ReflectProbeMaterialInfo* RenderProbeMgr::getReflectProbeMaterial()
  434. {
  435. PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
  436. //ReflectProbeMaterialInfo *info = NULL;
  437. if (!mReflectProbeMaterial)
  438. // Now create the material info object.
  439. mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
  440. getGFXVertexFormat<GFXVertexPC>());
  441. return mReflectProbeMaterial;
  442. }
  443. ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
  444. {
  445. if (!buffer)
  446. return NULL;
  447. PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
  448. GFXShader* shader = buffer->getShader();
  449. // Check to see if this is the same shader, we'll get hit repeatedly by
  450. // the same one due to the render bin loops.
  451. if (mLastShader.getPointer() != shader)
  452. {
  453. ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
  454. if (iter != mConstantLookup.end())
  455. {
  456. mLastForwardConstants = iter->value;
  457. }
  458. else
  459. {
  460. ProbeShaderConstants* psc = new ProbeShaderConstants();
  461. mConstantLookup[shader] = psc;
  462. mLastForwardConstants = psc;
  463. }
  464. // Set our new shader
  465. mLastShader = shader;
  466. }
  467. mLastForwardConstants = new ProbeShaderConstants();
  468. // Make sure that our current lighting constants are initialized
  469. if (!mLastForwardConstants->mInit)
  470. mLastForwardConstants->init(shader);
  471. return mLastForwardConstants;
  472. }
  473. void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
  474. MatrixSet &matSet,
  475. GFXShaderConstHandle *probePositionSC,
  476. GFXShaderConstHandle *probeRadiusSC,
  477. GFXShaderConstHandle *probeBoxMinSC,
  478. GFXShaderConstHandle *probeBoxMaxSC,
  479. GFXShaderConstHandle *probeCubemapSC,
  480. GFXShaderConstHandle *probeIsSphereSC,
  481. GFXShaderConstHandle *probeLocalPosSC,
  482. GFXShaderConstBuffer *shaderConsts)
  483. {
  484. PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
  485. // Skip over gathering lights if we don't have to!
  486. if (probePositionSC->isValid() ||
  487. probeRadiusSC->isValid() ||
  488. probeBoxMinSC->isValid() ||
  489. probeBoxMaxSC->isValid() ||
  490. probeCubemapSC->isValid() && (!ProbeRenderInst::all.empty()))
  491. {
  492. PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
  493. static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
  494. static AlignedArray<F32> probeRadius(4, sizeof(F32));
  495. static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
  496. static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
  497. static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
  498. static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
  499. //static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
  500. F32 range;
  501. // Need to clear the buffers so that we don't leak
  502. // lights from previous passes or have NaNs.
  503. dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
  504. dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
  505. dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
  506. dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
  507. dMemset(probeLocalPositions.getBuffer(), 0, probeLocalPositions.getBufferSize());
  508. dMemset(probeIsSphere.getBuffer(), 0, probeRadius.getBufferSize());
  509. //dMemset(probeCubemap.getBuffer(), 0, probeCubemap.getBufferSize());
  510. matSet.restoreSceneViewProjection();
  511. const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
  512. // Gather the data for the first 4 probes.
  513. const ProbeRenderInst *probe;
  514. for (U32 i = 0; i < 4; i++)
  515. {
  516. if (i >= ProbeRenderInst::all.size())
  517. break;
  518. probe = ProbeRenderInst::all[i];
  519. if (!probe)
  520. continue;
  521. if (!probe->mIsEnabled)
  522. continue;
  523. // The light positions and spot directions are
  524. // in SoA order to make optimal use of the GPU.
  525. const Point3F &probePos = probe->getPosition();
  526. probePositions[i].x = probePos.x;
  527. probePositions[i].y = probePos.y;
  528. probePositions[i].z = probePos.z;
  529. probeRadius[i] = probe->mRadius;
  530. const Point3F &minExt = probe->mBounds.minExtents;
  531. probeBoxMins[i].x = minExt.x;
  532. probeBoxMins[i].y = minExt.y;
  533. probeBoxMins[i].z = minExt.z;
  534. const Point3F &maxExt = probe->mBounds.maxExtents;
  535. probeBoxMaxs[i].x = maxExt.x;
  536. probeBoxMaxs[i].y = maxExt.y;
  537. probeBoxMaxs[i].z = maxExt.z;
  538. probeIsSphere[i] = probe->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0 : 0.0;
  539. Point3F localProbePos;
  540. worldToCameraXfm.mulP(probe->getPosition(), &localProbePos);
  541. probeLocalPositions[i].x = localProbePos.x;
  542. probeLocalPositions[i].y = localProbePos.y;
  543. probeLocalPositions[i].z = localProbePos.z;
  544. if (probe->mCubemap && !probe->mCubemap.isNull())
  545. {
  546. S32 samplerReg = probeCubemapSC->getSamplerRegister();
  547. if (samplerReg != -1)
  548. GFX->setCubeTexture(samplerReg + i, probe->mCubemap.getPointer());
  549. }
  550. }
  551. shaderConsts->setSafe(probePositionSC, probePositions);
  552. shaderConsts->setSafe(probeRadiusSC, probeRadius);
  553. shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
  554. shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
  555. shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
  556. shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
  557. //
  558. //shaderConsts->setSafe(lightSpotAngleSC, lightSpotAngle);
  559. //shaderConsts->setSafe(lightSpotFalloffSC, lightSpotFalloff);
  560. }
  561. else
  562. {
  563. /*if (probe->mCubemap && !probe->mCubemap.isNull())
  564. {
  565. GFX->setCubeTexture(1, probe->mCubemap.getPointer());
  566. }*/
  567. if (probeCubemapSC->isValid())
  568. {
  569. for (U32 i = 0; i < 4; ++i)
  570. GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
  571. }
  572. }
  573. }
  574. void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
  575. const Material *mat,
  576. const SceneData &sgData,
  577. const SceneRenderState *state,
  578. U32 pass,
  579. GFXShaderConstBuffer *shaderConsts)
  580. {
  581. // Skip this if we're rendering from the deferred bin.
  582. if (sgData.binType == SceneData::DeferredBin)
  583. return;
  584. // if (mRegisteredProbes.empty())
  585. // return;
  586. PROFILE_SCOPE(ProbeManager_setProbeInfo);
  587. ProbeShaderConstants *psc = getProbeShaderConstants(shaderConsts);
  588. //ProbeInfo *probe;
  589. //probe = mRegisteredProbes[0];
  590. // NOTE: If you encounter a crash from this point forward
  591. // while setting a shader constant its probably because the
  592. // mConstantLookup has bad shaders/constants in it.
  593. //
  594. // This is a known crash bug that can occur if materials/shaders
  595. // are reloaded and the light manager is not reset.
  596. //
  597. // We should look to fix this by clearing the table.
  598. MatrixSet matSet = state->getRenderPass()->getMatrixSet();
  599. // Update the forward shading light constants.
  600. _update4ProbeConsts(sgData,
  601. matSet,
  602. psc->mProbePositionSC,
  603. psc->mProbeRadiusSC,
  604. psc->mProbeBoxMinSC,
  605. psc->mProbeBoxMaxSC,
  606. psc->mProbeCubemapSC,
  607. psc->mProbeIsSphereSC,
  608. psc->mProbeLocalPosSC,
  609. shaderConsts);
  610. }
  611. //-----------------------------------------------------------------------------
  612. // render objects
  613. //-----------------------------------------------------------------------------
  614. void RenderProbeMgr::render( SceneRenderState *state )
  615. {
  616. //PROFILE_SCOPE(RenderProbeMgr_render);
  617. if (getProbeArrayEffect() == nullptr)
  618. return;
  619. // Early out if nothing to draw.
  620. if (!ProbeRenderInst::all.size())
  621. return;
  622. if (!RenderProbeMgr::smRenderReflectionProbes)
  623. return;
  624. if (mEffectiveProbeCount == 0)
  625. _setupStaticParameters(); //return;
  626. GFXTransformSaver saver;
  627. GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
  628. // Initialize and set the per-frame parameters after getting
  629. // the vector light material as we use lazy creation.
  630. //_setupPerFrameParameters(state);
  631. //Specular
  632. //PROFILE_START(RenderProbeManager_ReflectProbeRender);
  633. // If this is a non-diffuse pass or we have no objects to
  634. // render then tell the effect to skip rendering.
  635. if (!state->isDiffusePass()/* || binSize == 0*/|| !numProbesSC || !numProbesSC->isValid())
  636. {
  637. getProbeArrayEffect()->setSkip(true);
  638. return;
  639. }
  640. //Array rendering
  641. U32 probeCount = ProbeRenderInst::all.size();
  642. if (probeCount == 0)
  643. return;
  644. if (mEffectiveProbeCount != 0)
  645. {
  646. //These will in theory be set by the postFX
  647. /*NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
  648. if (deferredTarget)
  649. GFX->setTexture(0, deferredTarget->getTexture());
  650. else
  651. GFX->setTexture(0, NULL);
  652. NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
  653. if (colorTarget)
  654. GFX->setTexture(1, colorTarget->getTexture());
  655. else
  656. GFX->setTexture(1, NULL);
  657. NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
  658. if (matinfoTarget)
  659. GFX->setTexture(2, matinfoTarget->getTexture());
  660. else
  661. GFX->setTexture(2, NULL);*/
  662. if (mBrdfTexture)
  663. {
  664. GFX->setTexture(3, mBrdfTexture);
  665. }
  666. else
  667. GFX->setTexture(3, NULL);
  668. GFX->setCubeArrayTexture(4, mCubemapArray);
  669. GFX->setCubeArrayTexture(5, mIrradArray);
  670. if (numProbesSC->isValid())
  671. {
  672. mLastConstants->set(numProbesSC, (float)mEffectiveProbeCount);
  673. mLastConstants->set(probePositionSC, mProbePositions);
  674. mLastConstants->set(probePositionSC, mProbePositions);
  675. mLastConstants->set(probeWorldToObjSC, probeWorldToObj.address(), mEffectiveProbeCount);
  676. mLastConstants->set(probeBBMinSC, mProbeBBMin);
  677. mLastConstants->set(probeBBMaxSC, mProbeBBMax);
  678. mLastConstants->set(probeUseSphereModeSC, mProbeUseSphereMode);
  679. mLastConstants->set(probeRadiusSC, mProbeRadius);
  680. mLastConstants->set(probeAttenuationSC, mProbeAttenuation);
  681. }
  682. }
  683. // Finish up.
  684. //if (isRenderingToTarget)
  685. // _onPostRender();
  686. // Make sure the effect is gonna render.
  687. getProbeArrayEffect()->setSkip(false);
  688. //PROFILE_END();
  689. }
  690. //
  691. //
  692. RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
  693. const GFXVertexFormat *vertexFormat)
  694. : matInstance(NULL),
  695. zNearFarInvNearFar(NULL),
  696. farPlane(NULL),
  697. vsFarPlane(NULL),
  698. negFarPlaneDotEye(NULL),
  699. probeWSPos(NULL),
  700. attenuation(NULL),
  701. radius(NULL),
  702. cubeMips(NULL)
  703. {
  704. Material *mat = MATMGR->getMaterialDefinitionByName(matName);
  705. if (!mat)
  706. return;
  707. matInstance = new ReflectProbeMatInstance(*mat);
  708. const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>();
  709. for (U32 i = 0; i < macros.size(); i++)
  710. matInstance->addShaderMacro(macros[i].name, macros[i].value);
  711. matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
  712. attenuation = matInstance->getMaterialParameterHandle("$attenuation");
  713. radius = matInstance->getMaterialParameterHandle("$radius");
  714. probeLSPos = matInstance->getMaterialParameterHandle("$probeLSPos");
  715. probeWSPos = matInstance->getMaterialParameterHandle("$probeWSPos");
  716. farPlane = matInstance->getMaterialParameterHandle("$farPlane");
  717. vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
  718. negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
  719. zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
  720. useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
  721. cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
  722. cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
  723. eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
  724. bbMin = matInstance->getMaterialParameterHandle("$bbMin");
  725. bbMax = matInstance->getMaterialParameterHandle("$bbMax");
  726. useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
  727. probeCount = matInstance->getMaterialParameterHandle("$numProbes");
  728. for (U32 i = 0; i < 9; i++)
  729. shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
  730. for (U32 i = 0; i < 5; i++)
  731. shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
  732. }
  733. RenderProbeMgr::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
  734. {
  735. SAFE_DELETE(matInstance);
  736. }
  737. void RenderProbeMgr::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
  738. const F32 _zFar,
  739. const Point3F &_eyePos,
  740. const PlaneF &_farPlane,
  741. const PlaneF &_vsFarPlane)
  742. {
  743. MaterialParameters *matParams = matInstance->getMaterialParameters();
  744. matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
  745. matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
  746. if (negFarPlaneDotEye->isValid())
  747. {
  748. // -dot( farPlane, eyePos )
  749. const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
  750. matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
  751. }
  752. matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
  753. Point4F frPlane = *((const Point4F *)&_farPlane);
  754. Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
  755. Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
  756. const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
  757. }
  758. void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
  759. {
  760. //Set up the params
  761. MaterialParameters *matParams = matInstance->getMaterialParameters();
  762. matParams->setSafe(radius, probeInfo->mRadius);
  763. Point3F probePos = probeInfo->getPosition() + probeInfo->mProbePosOffset;
  764. //worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
  765. matParams->setSafe(probeWSPos, probePos);
  766. worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
  767. matParams->setSafe(probeLSPos, probePos);
  768. // Get the attenuation falloff ratio and normalize it.
  769. Point3F attenRatio = Point3F(0.0f, 1.0f, 1.0f);
  770. F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
  771. if (total > 0.0f)
  772. attenRatio /= total;
  773. F32 probeRadius = probeInfo->mRadius;
  774. Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
  775. (1.0f / (probeRadius * probeRadius)) * attenRatio.z);
  776. matParams->setSafe(attenuation, attenParams);
  777. NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
  778. NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
  779. NamedTexTarget* colorTexTarget = NamedTexTarget::find("color");
  780. if (!deferredTexTarget || !matInfoTexTarget || !colorTexTarget)
  781. {
  782. Con::errorf("ProbeManager::ReflectProbeMaterialInfo::setProbeParameters: Could not retrieve gbuffer");
  783. return;
  784. }
  785. //set textures
  786. GFX->setTexture(0, deferredTexTarget->getTexture());
  787. GFX->setTexture(1, colorTexTarget->getTexture());
  788. GFX->setTexture(2, matInfoTexTarget->getTexture());
  789. //Add some safety catches in the event the cubemaps aren't fully initialized yet
  790. if (probeInfo->mCubemap == nullptr || probeInfo->mCubemap.isNull())
  791. {
  792. GFX->setCubeTexture(3, nullptr);
  793. matParams->setSafe(cubeMips, 2.0f);
  794. }
  795. else
  796. {
  797. GFX->setCubeTexture(3, probeInfo->mCubemap.getPointer());
  798. matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap.getPointer()->getMipMapLevels(), 2.0f));
  799. }
  800. if (probeInfo->mIrradianceCubemap == nullptr || probeInfo->mIrradianceCubemap.isNull())
  801. GFX->setCubeTexture(4, nullptr);
  802. else
  803. GFX->setCubeTexture(4, probeInfo->mIrradianceCubemap.getPointer());
  804. GFX->setTexture(5, probeInfo->mBRDFTexture->getPointer());
  805. //set material params
  806. matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
  807. matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
  808. matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
  809. matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0f : 0.0f);
  810. }