advancedLightBinManager.cpp 34 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/renderPrePassMgr.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. const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "LightInfo" );
  42. const String AdvancedLightBinManager::smBufferName( "lightinfo" );
  43. ShadowFilterMode AdvancedLightBinManager::smShadowFilterMode = ShadowFilterMode_SoftShadowHighQuality;
  44. bool AdvancedLightBinManager::smPSSMDebugRender = false;
  45. bool AdvancedLightBinManager::smUseSSAOMask = false;
  46. ImplementEnumType( ShadowFilterMode,
  47. "The shadow filtering modes for Advanced Lighting shadows.\n"
  48. "@ingroup AdvancedLighting" )
  49. { ShadowFilterMode_None, "None",
  50. "@brief Simple point sampled filtering.\n"
  51. "This is the fastest and lowest quality mode." },
  52. { ShadowFilterMode_SoftShadow, "SoftShadow",
  53. "@brief A variable tap rotated poisson disk soft shadow filter.\n"
  54. "It performs 4 taps to classify the point as in shadow, out of shadow, or along a "
  55. "shadow edge. Samples on the edge get an additional 8 taps to soften them." },
  56. { ShadowFilterMode_SoftShadowHighQuality, "SoftShadowHighQuality",
  57. "@brief A 12 tap rotated poisson disk soft shadow filter.\n"
  58. "It performs all the taps for every point without any early rejection." },
  59. EndImplementEnumType;
  60. // NOTE: The order here matches that of the LightInfo::Type enum.
  61. const String AdvancedLightBinManager::smLightMatNames[] =
  62. {
  63. "AL_PointLightMaterial", // LightInfo::Point
  64. "AL_SpotLightMaterial", // LightInfo::Spot
  65. "AL_VectorLightMaterial", // LightInfo::Vector
  66. "", // LightInfo::Ambient
  67. };
  68. // NOTE: The order here matches that of the LightInfo::Type enum.
  69. const GFXVertexFormat* AdvancedLightBinManager::smLightMatVertex[] =
  70. {
  71. getGFXVertexFormat<AdvancedLightManager::LightVertex>(), // LightInfo::Point
  72. getGFXVertexFormat<AdvancedLightManager::LightVertex>(), // LightInfo::Spot
  73. getGFXVertexFormat<FarFrustumQuadVert>(), // LightInfo::Vector
  74. NULL, // LightInfo::Ambient
  75. };
  76. // NOTE: The order here matches that of the ShadowType enum.
  77. const String AdvancedLightBinManager::smShadowTypeMacro[] =
  78. {
  79. "", // ShadowType_Spot
  80. "", // ShadowType_PSSM,
  81. "SHADOW_PARABOLOID", // ShadowType_Paraboloid,
  82. "SHADOW_DUALPARABOLOID_SINGLE_PASS", // ShadowType_DualParaboloidSinglePass,
  83. "SHADOW_DUALPARABOLOID", // ShadowType_DualParaboloid,
  84. "SHADOW_CUBE", // ShadowType_CubeMap,
  85. };
  86. AdvancedLightBinManager::RenderSignal &AdvancedLightBinManager::getRenderSignal()
  87. {
  88. static RenderSignal theSignal;
  89. return theSignal;
  90. }
  91. IMPLEMENT_CONOBJECT(AdvancedLightBinManager);
  92. ConsoleDocClass( AdvancedLightBinManager,
  93. "@brief Rendering Manager responsible for lighting, shadows, and global variables affecing both.\n\n"
  94. "Should not be exposed to TorqueScript as a game object, meant for internal use only\n\n"
  95. "@ingroup Lighting"
  96. );
  97. AdvancedLightBinManager::AdvancedLightBinManager( AdvancedLightManager *lm /* = NULL */,
  98. ShadowMapManager *sm /* = NULL */,
  99. GFXFormat lightBufferFormat /* = GFXFormatR8G8B8A8 */ )
  100. : RenderTexTargetBinManager( RIT_LightInfo, 1.0f, 1.0f, lightBufferFormat ),
  101. mNumLightsCulled(0),
  102. mLightManager(lm),
  103. mShadowManager(sm),
  104. mConditioner(NULL)
  105. {
  106. // Create an RGB conditioner
  107. mConditioner = new AdvancedLightBufferConditioner( getTargetFormat(),
  108. AdvancedLightBufferConditioner::RGB );
  109. mNamedTarget.setConditioner( mConditioner );
  110. mNamedTarget.registerWithName( smBufferName );
  111. // We want a full-resolution buffer
  112. mTargetSizeType = RenderTexTargetBinManager::WindowSize;
  113. mMRTLightmapsDuringPrePass = false;
  114. Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
  115. Con::addVariableNotify( "$pref::Shadows::filterMode", callback );
  116. Con::addVariableNotify( "$AL::PSSMDebugRender", callback );
  117. Con::addVariableNotify( "$AL::UseSSAOMask", callback );
  118. }
  119. AdvancedLightBinManager::~AdvancedLightBinManager()
  120. {
  121. _deleteLightMaterials();
  122. SAFE_DELETE(mConditioner);
  123. Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
  124. Con::removeVariableNotify( "$pref::shadows::filterMode", callback );
  125. Con::removeVariableNotify( "$AL::PSSMDebugRender", callback );
  126. Con::removeVariableNotify( "$AL::UseSSAOMask", callback );
  127. }
  128. void AdvancedLightBinManager::consoleInit()
  129. {
  130. Parent::consoleInit();
  131. Con::addVariable( "$pref::shadows::filterMode",
  132. TYPEID<ShadowFilterMode>(), &smShadowFilterMode,
  133. "The filter mode to use for shadows.\n"
  134. "@ingroup AdvancedLighting\n" );
  135. Con::addVariable( "$AL::UseSSAOMask", TypeBool, &smUseSSAOMask,
  136. "Used by the SSAO PostEffect to toggle the sampling of ssaomask "
  137. "texture by the light shaders.\n"
  138. "@ingroup AdvancedLighting\n" );
  139. Con::addVariable( "$AL::PSSMDebugRender", TypeBool, &smPSSMDebugRender,
  140. "Enables debug rendering of the PSSM shadows.\n"
  141. "@ingroup AdvancedLighting\n" );
  142. }
  143. bool AdvancedLightBinManager::setTargetSize(const Point2I &newTargetSize)
  144. {
  145. bool ret = Parent::setTargetSize( newTargetSize );
  146. // We require the viewport to match the default.
  147. mNamedTarget.setViewport( GFX->getViewport() );
  148. return ret;
  149. }
  150. void AdvancedLightBinManager::addLight( LightInfo *light )
  151. {
  152. // Get the light type.
  153. const LightInfo::Type lightType = light->getType();
  154. AssertFatal( lightType == LightInfo::Point ||
  155. lightType == LightInfo::Spot, "Bogus light type." );
  156. // Find a shadow map for this light, if it has one
  157. ShadowMapParams *lsp = light->getExtended<ShadowMapParams>();
  158. LightShadowMap *lsm = lsp->getShadowMap();
  159. // Get the right shadow type.
  160. ShadowType shadowType = ShadowType_None;
  161. if ( light->getCastShadows() &&
  162. lsm && lsm->hasShadowTex() &&
  163. !ShadowMapPass::smDisableShadows )
  164. shadowType = lsm->getShadowType();
  165. // Add the entry
  166. LightBinEntry lEntry;
  167. lEntry.lightInfo = light;
  168. lEntry.shadowMap = lsm;
  169. lEntry.lightMaterial = _getLightMaterial( lightType, shadowType, lsp->hasCookieTex() );
  170. if( lightType == LightInfo::Spot )
  171. lEntry.vertBuffer = mLightManager->getConeMesh( lEntry.numPrims, lEntry.primBuffer );
  172. else
  173. lEntry.vertBuffer = mLightManager->getSphereMesh( lEntry.numPrims, lEntry.primBuffer );
  174. // If it's a point light, push front, spot
  175. // light, push back. This helps batches.
  176. Vector<LightBinEntry> &curBin = mLightBin;
  177. if ( light->getType() == LightInfo::Point )
  178. curBin.push_front( lEntry );
  179. else
  180. curBin.push_back( lEntry );
  181. }
  182. void AdvancedLightBinManager::clearAllLights()
  183. {
  184. Con::setIntVariable("lightMetrics::activeLights", mLightBin.size());
  185. Con::setIntVariable("lightMetrics::culledLights", mNumLightsCulled);
  186. mLightBin.clear();
  187. mNumLightsCulled = 0;
  188. }
  189. void AdvancedLightBinManager::render( SceneRenderState *state )
  190. {
  191. PROFILE_SCOPE( AdvancedLightManager_Render );
  192. // Take a look at the SceneRenderState and see if we should skip drawing the pre-pass
  193. if( state->disableAdvancedLightingBins() )
  194. return;
  195. // Automagically save & restore our viewport and transforms.
  196. GFXTransformSaver saver;
  197. if( !mLightManager )
  198. return;
  199. // Get the sunlight. If there's no sun, and no lights in the bins, no draw
  200. LightInfo *sunLight = mLightManager->getSpecialLight( LightManager::slSunLightType );
  201. if( !sunLight && mLightBin.empty() )
  202. return;
  203. GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render, ColorI::RED );
  204. // Tell the superclass we're about to render
  205. if ( !_onPreRender( state ) )
  206. return;
  207. // Clear as long as there isn't MRT population of light buffer with lightmap data
  208. if ( !MRTLightmapsDuringPrePass() )
  209. GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
  210. // Restore transforms
  211. MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
  212. matrixSet.restoreSceneViewProjection();
  213. const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
  214. // Set up the SG Data
  215. SceneData sgData;
  216. sgData.init( state );
  217. // There are cases where shadow rendering is disabled.
  218. const bool disableShadows = state->isReflectPass() || ShadowMapPass::smDisableShadows;
  219. // Pick the right material for rendering the sunlight... we only
  220. // cast shadows when its enabled and we're not in a reflection.
  221. LightMaterialInfo *vectorMatInfo;
  222. if ( sunLight &&
  223. sunLight->getCastShadows() &&
  224. !disableShadows &&
  225. sunLight->getExtended<ShadowMapParams>() )
  226. vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_PSSM, false );
  227. else
  228. vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_None, false );
  229. // Initialize and set the per-frame parameters after getting
  230. // the vector light material as we use lazy creation.
  231. _setupPerFrameParameters( state );
  232. // Draw sunlight/ambient
  233. if ( sunLight && vectorMatInfo )
  234. {
  235. GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render_Sunlight, ColorI::RED );
  236. // Set up SG data
  237. setupSGData( sgData, state, sunLight );
  238. vectorMatInfo->setLightParameters( sunLight, state, worldToCameraXfm );
  239. // Set light holds the active shadow map.
  240. mShadowManager->setLightShadowMapForLight( sunLight );
  241. // Set geometry
  242. GFX->setVertexBuffer( mFarFrustumQuadVerts );
  243. GFX->setPrimitiveBuffer( NULL );
  244. // Render the material passes
  245. while( vectorMatInfo->matInstance->setupPass( state, sgData ) )
  246. {
  247. vectorMatInfo->matInstance->setSceneInfo( state, sgData );
  248. vectorMatInfo->matInstance->setTransforms( matrixSet, state );
  249. GFX->drawPrimitive( GFXTriangleFan, 0, 2 );
  250. }
  251. }
  252. // Blend the lights in the bin to the light buffer
  253. for( LightBinIterator itr = mLightBin.begin(); itr != mLightBin.end(); itr++ )
  254. {
  255. LightBinEntry& curEntry = *itr;
  256. LightInfo *curLightInfo = curEntry.lightInfo;
  257. LightMaterialInfo *curLightMat = curEntry.lightMaterial;
  258. const U32 numPrims = curEntry.numPrims;
  259. const U32 numVerts = curEntry.vertBuffer->mNumVerts;
  260. // Skip lights which won't affect the scene.
  261. if ( !curLightMat || curLightInfo->getBrightness() <= 0.001f )
  262. continue;
  263. GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render_Light, ColorI::RED );
  264. setupSGData( sgData, state, curLightInfo );
  265. curLightMat->setLightParameters( curLightInfo, state, worldToCameraXfm );
  266. mShadowManager->setLightShadowMap( curEntry.shadowMap );
  267. // Let the shadow know we're about to render from it.
  268. if ( curEntry.shadowMap )
  269. curEntry.shadowMap->preLightRender();
  270. // Set geometry
  271. GFX->setVertexBuffer( curEntry.vertBuffer );
  272. GFX->setPrimitiveBuffer( curEntry.primBuffer );
  273. // Render the material passes
  274. while( curLightMat->matInstance->setupPass( state, sgData ) )
  275. {
  276. // Set transforms
  277. matrixSet.setWorld(*sgData.objTrans);
  278. curLightMat->matInstance->setTransforms(matrixSet, state);
  279. curLightMat->matInstance->setSceneInfo(state, sgData);
  280. if(curEntry.primBuffer)
  281. GFX->drawIndexedPrimitive(GFXTriangleList, 0, 0, numVerts, 0, numPrims);
  282. else
  283. GFX->drawPrimitive(GFXTriangleList, 0, numPrims);
  284. }
  285. // Tell it we're done rendering.
  286. if ( curEntry.shadowMap )
  287. curEntry.shadowMap->postLightRender();
  288. }
  289. // Set NULL for active shadow map (so nothing gets confused)
  290. mShadowManager->setLightShadowMap(NULL);
  291. GFX->setVertexBuffer( NULL );
  292. GFX->setPrimitiveBuffer( NULL );
  293. // Fire off a signal to let others know that light-bin rendering is ending now
  294. getRenderSignal().trigger(state, this);
  295. // Finish up the rendering
  296. _onPostRender();
  297. }
  298. AdvancedLightBinManager::LightMaterialInfo* AdvancedLightBinManager::_getLightMaterial( LightInfo::Type lightType,
  299. ShadowType shadowType,
  300. bool useCookieTex )
  301. {
  302. PROFILE_SCOPE( AdvancedLightBinManager_GetLightMaterial );
  303. // Build the key.
  304. const LightMatKey key( lightType, shadowType, useCookieTex );
  305. // See if we've already built this one.
  306. LightMatTable::Iterator iter = mLightMaterials.find( key );
  307. if ( iter != mLightMaterials.end() )
  308. return iter->value;
  309. // If we got here we need to build a material for
  310. // this light+shadow combination.
  311. LightMaterialInfo *info = NULL;
  312. // First get the light material name and make sure
  313. // this light has a material in the first place.
  314. const String &lightMatName = smLightMatNames[ lightType ];
  315. if ( lightMatName.isNotEmpty() )
  316. {
  317. Vector<GFXShaderMacro> shadowMacros;
  318. // Setup the shadow type macros for this material.
  319. if ( shadowType == ShadowType_None )
  320. shadowMacros.push_back( GFXShaderMacro( "NO_SHADOW" ) );
  321. else
  322. {
  323. shadowMacros.push_back( GFXShaderMacro( smShadowTypeMacro[ shadowType ] ) );
  324. // Do we need to do shadow filtering?
  325. if ( smShadowFilterMode != ShadowFilterMode_None )
  326. {
  327. shadowMacros.push_back( GFXShaderMacro( "SOFTSHADOW" ) );
  328. const F32 SM = GFX->getPixelShaderVersion();
  329. if ( SM >= 3.0f && smShadowFilterMode == ShadowFilterMode_SoftShadowHighQuality )
  330. shadowMacros.push_back( GFXShaderMacro( "SOFTSHADOW_HIGH_QUALITY" ) );
  331. }
  332. }
  333. if ( useCookieTex )
  334. shadowMacros.push_back( GFXShaderMacro( "USE_COOKIE_TEX" ) );
  335. // Its safe to add the PSSM debug macro to all the materials.
  336. if ( smPSSMDebugRender )
  337. shadowMacros.push_back( GFXShaderMacro( "PSSM_DEBUG_RENDER" ) );
  338. // If its a vector light see if we can enable SSAO.
  339. if ( lightType == LightInfo::Vector && smUseSSAOMask )
  340. shadowMacros.push_back( GFXShaderMacro( "USE_SSAO_MASK" ) );
  341. // Now create the material info object.
  342. info = new LightMaterialInfo( lightMatName, smLightMatVertex[ lightType ], shadowMacros );
  343. }
  344. // Push this into the map and return it.
  345. mLightMaterials.insertUnique( key, info );
  346. return info;
  347. }
  348. void AdvancedLightBinManager::_deleteLightMaterials()
  349. {
  350. LightMatTable::Iterator iter = mLightMaterials.begin();
  351. for ( ; iter != mLightMaterials.end(); iter++ )
  352. delete iter->value;
  353. mLightMaterials.clear();
  354. }
  355. void AdvancedLightBinManager::_setupPerFrameParameters( const SceneRenderState *state )
  356. {
  357. PROFILE_SCOPE( AdvancedLightBinManager_SetupPerFrameParameters );
  358. const Frustum &frustum = state->getCameraFrustum();
  359. MatrixF invCam( frustum.getTransform() );
  360. invCam.inverse();
  361. const Point3F *wsFrustumPoints = frustum.getPoints();
  362. const Point3F& cameraPos = frustum.getPosition();
  363. // Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
  364. // polygon, which is at the far plane.
  365. const Point2F& projOffset = frustum.getProjectionOffset();
  366. Point3F cameraOffsetPos = cameraPos;
  367. if(!projOffset.isZero())
  368. {
  369. // First we need to calculate the offset at the near plane. The projOffset
  370. // given above can be thought of a percent as it ranges from 0..1 (or 0..-1).
  371. F32 nearOffset = frustum.getNearRight() * projOffset.x;
  372. // Now given the near plane distance from the camera we can solve the right
  373. // triangle and calcuate the SIN theta for the offset at the near plane.
  374. // SIN theta = x/y
  375. F32 sinTheta = nearOffset / frustum.getNearDist();
  376. // Finally, we can calcuate the offset at the far plane, which is where our sun (or vector)
  377. // light's polygon is drawn.
  378. F32 farOffset = frustum.getFarDist() * sinTheta;
  379. // We can now apply this far plane offset to the far plane itself, which then compensates
  380. // for the project offset.
  381. MatrixF camTrans = frustum.getTransform();
  382. VectorF offset = camTrans.getRightVector();
  383. offset *= farOffset;
  384. cameraOffsetPos += offset;
  385. }
  386. // Now build the quad for drawing full-screen vector light
  387. // passes.... this is a volatile VB and updates every frame.
  388. FarFrustumQuadVert verts[4];
  389. {
  390. verts[0].point.set( wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos );
  391. invCam.mulP( wsFrustumPoints[Frustum::FarBottomLeft], &verts[0].normal );
  392. verts[0].texCoord.set( -1.0, -1.0 );
  393. verts[0].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
  394. verts[1].point.set( wsFrustumPoints[Frustum::FarTopLeft] - cameraPos );
  395. invCam.mulP( wsFrustumPoints[Frustum::FarTopLeft], &verts[1].normal );
  396. verts[1].texCoord.set( -1.0, 1.0 );
  397. verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
  398. verts[2].point.set( wsFrustumPoints[Frustum::FarTopRight] - cameraPos );
  399. invCam.mulP( wsFrustumPoints[Frustum::FarTopRight], &verts[2].normal );
  400. verts[2].texCoord.set( 1.0, 1.0 );
  401. verts[2].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
  402. verts[3].point.set( wsFrustumPoints[Frustum::FarBottomRight] - cameraPos );
  403. invCam.mulP( wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal );
  404. verts[3].texCoord.set( 1.0, -1.0 );
  405. verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
  406. }
  407. mFarFrustumQuadVerts.set( GFX, 4 );
  408. dMemcpy( mFarFrustumQuadVerts.lock(), verts, sizeof( verts ) );
  409. mFarFrustumQuadVerts.unlock();
  410. PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
  411. PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
  412. // Parameters calculated, assign them to the materials
  413. LightMatTable::Iterator iter = mLightMaterials.begin();
  414. for ( ; iter != mLightMaterials.end(); iter++ )
  415. {
  416. if ( iter->value )
  417. iter->value->setViewParameters( frustum.getNearDist(),
  418. frustum.getFarDist(),
  419. frustum.getPosition(),
  420. farPlane,
  421. vsFarPlane);
  422. }
  423. }
  424. void AdvancedLightBinManager::setupSGData( SceneData &data, const SceneRenderState* state, LightInfo *light )
  425. {
  426. PROFILE_SCOPE( AdvancedLightBinManager_setupSGData );
  427. data.lights[0] = light;
  428. data.ambientLightColor = state->getAmbientLightColor();
  429. data.objTrans = &MatrixF::Identity;
  430. if ( light )
  431. {
  432. if ( light->getType() == LightInfo::Point )
  433. {
  434. // The point light volume gets some flat spots along
  435. // the perimiter mostly visible in the constant and
  436. // quadradic falloff modes.
  437. //
  438. // To account for them slightly increase the scale
  439. // instead of greatly increasing the polycount.
  440. mLightMat = light->getTransform();
  441. mLightMat.scale( light->getRange() * 1.01f );
  442. data.objTrans = &mLightMat;
  443. }
  444. else if ( light->getType() == LightInfo::Spot )
  445. {
  446. mLightMat = light->getTransform();
  447. // Rotate it to face down the -y axis.
  448. MatrixF scaleRotateTranslate( EulerF( M_PI_F / -2.0f, 0.0f, 0.0f ) );
  449. // Calculate the radius based on the range and angle.
  450. F32 range = light->getRange().x;
  451. F32 radius = range * mSin( mDegToRad( light->getOuterConeAngle() ) * 0.5f );
  452. // NOTE: This fudge makes the cone a little bigger
  453. // to remove the facet egde of the cone geometry.
  454. radius *= 1.1f;
  455. // Use the scale to distort the cone to
  456. // match our radius and range.
  457. scaleRotateTranslate.scale( Point3F( radius, radius, range ) );
  458. // Apply the transform and set the position.
  459. mLightMat *= scaleRotateTranslate;
  460. mLightMat.setPosition( light->getPosition() );
  461. data.objTrans = &mLightMat;
  462. }
  463. }
  464. }
  465. void AdvancedLightBinManager::MRTLightmapsDuringPrePass( bool val )
  466. {
  467. // Do not enable if the GFX device can't do MRT's
  468. if ( GFX->getNumRenderTargets() < 2 )
  469. val = false;
  470. if ( mMRTLightmapsDuringPrePass != val )
  471. {
  472. mMRTLightmapsDuringPrePass = val;
  473. // Reload materials to cause a feature recalculation on prepass materials
  474. if(mLightManager->isActive())
  475. MATMGR->flushAndReInitInstances();
  476. RenderPrePassMgr *prepass;
  477. if ( Sim::findObject( "AL_PrePassBin", prepass ) && prepass->getTargetTexture( 0 ) )
  478. prepass->updateTargets();
  479. }
  480. }
  481. AdvancedLightBinManager::LightMaterialInfo::LightMaterialInfo( const String &matName,
  482. const GFXVertexFormat *vertexFormat,
  483. const Vector<GFXShaderMacro> &macros )
  484. : matInstance(NULL),
  485. zNearFarInvNearFar(NULL),
  486. farPlane(NULL),
  487. vsFarPlane(NULL),
  488. negFarPlaneDotEye(NULL),
  489. lightPosition(NULL),
  490. lightDirection(NULL),
  491. lightColor(NULL),
  492. lightAttenuation(NULL),
  493. lightRange(NULL),
  494. lightAmbient(NULL),
  495. lightTrilight(NULL),
  496. lightSpotParams(NULL)
  497. {
  498. Material *mat = MATMGR->getMaterialDefinitionByName( matName );
  499. if ( !mat )
  500. return;
  501. matInstance = new LightMatInstance( *mat );
  502. for ( U32 i=0; i < macros.size(); i++ )
  503. matInstance->addShaderMacro( macros[i].name, macros[i].value );
  504. matInstance->init( MATMGR->getDefaultFeatures(), vertexFormat );
  505. lightDirection = matInstance->getMaterialParameterHandle("$lightDirection");
  506. lightAmbient = matInstance->getMaterialParameterHandle("$lightAmbient");
  507. lightTrilight = matInstance->getMaterialParameterHandle("$lightTrilight");
  508. lightSpotParams = matInstance->getMaterialParameterHandle("$lightSpotParams");
  509. lightAttenuation = matInstance->getMaterialParameterHandle("$lightAttenuation");
  510. lightRange = matInstance->getMaterialParameterHandle("$lightRange");
  511. lightPosition = matInstance->getMaterialParameterHandle("$lightPosition");
  512. farPlane = matInstance->getMaterialParameterHandle("$farPlane");
  513. vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
  514. negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
  515. zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
  516. lightColor = matInstance->getMaterialParameterHandle("$lightColor");
  517. lightBrightness = matInstance->getMaterialParameterHandle("$lightBrightness");
  518. }
  519. AdvancedLightBinManager::LightMaterialInfo::~LightMaterialInfo()
  520. {
  521. SAFE_DELETE(matInstance);
  522. }
  523. void AdvancedLightBinManager::LightMaterialInfo::setViewParameters( const F32 _zNear,
  524. const F32 _zFar,
  525. const Point3F &_eyePos,
  526. const PlaneF &_farPlane,
  527. const PlaneF &_vsFarPlane)
  528. {
  529. MaterialParameters *matParams = matInstance->getMaterialParameters();
  530. matParams->setSafe( farPlane, *((const Point4F *)&_farPlane) );
  531. matParams->setSafe( vsFarPlane, *((const Point4F *)&_vsFarPlane) );
  532. if ( negFarPlaneDotEye->isValid() )
  533. {
  534. // -dot( farPlane, eyePos )
  535. const F32 negFarPlaneDotEyeVal = -( mDot( *((const Point3F *)&_farPlane), _eyePos ) + _farPlane.d );
  536. matParams->set( negFarPlaneDotEye, negFarPlaneDotEyeVal );
  537. }
  538. matParams->setSafe( zNearFarInvNearFar, Point4F( _zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar ) );
  539. }
  540. void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const LightInfo *lightInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly )
  541. {
  542. MaterialParameters *matParams = matInstance->getMaterialParameters();
  543. // Set color in the right format, set alpha to the luminance value for the color.
  544. ColorF col = lightInfo->getColor();
  545. // TODO: The specularity control of the light
  546. // is being scaled by the overall lumiance.
  547. //
  548. // Not sure if this may be the source of our
  549. // bad specularity results maybe?
  550. //
  551. const Point3F colorToLumiance( 0.3576f, 0.7152f, 0.1192f );
  552. F32 lumiance = mDot(*((const Point3F *)&lightInfo->getColor()), colorToLumiance );
  553. col.alpha *= lumiance;
  554. matParams->setSafe( lightColor, col );
  555. matParams->setSafe( lightBrightness, lightInfo->getBrightness() );
  556. switch( lightInfo->getType() )
  557. {
  558. case LightInfo::Vector:
  559. {
  560. VectorF lightDir = lightInfo->getDirection();
  561. worldViewOnly.mulV(lightDir);
  562. lightDir.normalize();
  563. matParams->setSafe( lightDirection, lightDir );
  564. // Set small number for alpha since it represents existing specular in
  565. // the vector light. This prevents a divide by zero.
  566. ColorF ambientColor = renderState->getAmbientLightColor();
  567. ambientColor.alpha = 0.00001f;
  568. matParams->setSafe( lightAmbient, ambientColor );
  569. // If no alt color is specified, set it to the average of
  570. // the ambient and main color to avoid artifacts.
  571. //
  572. // TODO: Trilight disabled until we properly implement it
  573. // in the light info!
  574. //
  575. //ColorF lightAlt = lightInfo->getAltColor();
  576. ColorF lightAlt( ColorF::BLACK ); // = lightInfo->getAltColor();
  577. if ( lightAlt.red == 0.0f && lightAlt.green == 0.0f && lightAlt.blue == 0.0f )
  578. lightAlt = (lightInfo->getColor() + renderState->getAmbientLightColor()) / 2.0f;
  579. ColorF trilightColor = lightAlt;
  580. matParams->setSafe(lightTrilight, trilightColor);
  581. }
  582. break;
  583. case LightInfo::Spot:
  584. {
  585. const F32 outerCone = lightInfo->getOuterConeAngle();
  586. const F32 innerCone = getMin( lightInfo->getInnerConeAngle(), outerCone );
  587. const F32 outerCos = mCos( mDegToRad( outerCone / 2.0f ) );
  588. const F32 innerCos = mCos( mDegToRad( innerCone / 2.0f ) );
  589. Point4F spotParams( outerCos,
  590. innerCos - outerCos,
  591. mCos( mDegToRad( outerCone ) ),
  592. 0.0f );
  593. matParams->setSafe( lightSpotParams, spotParams );
  594. VectorF lightDir = lightInfo->getDirection();
  595. worldViewOnly.mulV(lightDir);
  596. lightDir.normalize();
  597. matParams->setSafe( lightDirection, lightDir );
  598. }
  599. // Fall through
  600. case LightInfo::Point:
  601. {
  602. const F32 radius = lightInfo->getRange().x;
  603. matParams->setSafe( lightRange, radius );
  604. Point3F lightPos;
  605. worldViewOnly.mulP(lightInfo->getPosition(), &lightPos);
  606. matParams->setSafe( lightPosition, lightPos );
  607. // Get the attenuation falloff ratio and normalize it.
  608. Point3F attenRatio = lightInfo->getExtended<ShadowMapParams>()->attenuationRatio;
  609. F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
  610. if ( total > 0.0f )
  611. attenRatio /= total;
  612. Point2F attenParams( ( 1.0f / radius ) * attenRatio.y,
  613. ( 1.0f / ( radius * radius ) ) * attenRatio.z );
  614. matParams->setSafe( lightAttenuation, attenParams );
  615. break;
  616. }
  617. default:
  618. AssertFatal( false, "Bad light type!" );
  619. break;
  620. }
  621. }
  622. bool LightMatInstance::setupPass( SceneRenderState *state, const SceneData &sgData )
  623. {
  624. // Go no further if the material failed to initialize properly.
  625. if ( !mProcessedMaterial ||
  626. mProcessedMaterial->getNumPasses() == 0 )
  627. return false;
  628. // Fetch the lightmap params
  629. const LightMapParams *lmParams = sgData.lights[0]->getExtended<LightMapParams>();
  630. // If no Lightmap params, let parent handle it
  631. if(lmParams == NULL)
  632. return Parent::setupPass(state, sgData);
  633. // Defaults
  634. bool bRetVal = true;
  635. // What render pass is this...
  636. if(mCurPass == -1)
  637. {
  638. // First pass, reset this flag
  639. mInternalPass = false;
  640. // Pass call to parent
  641. bRetVal = Parent::setupPass(state, sgData);
  642. }
  643. else
  644. {
  645. // If this light is represented in a lightmap, it has already done it's
  646. // job for non-lightmapped geometry. Now render the lightmapped geometry
  647. // pass (specular + shadow-darkening)
  648. if(!mInternalPass && lmParams->representedInLightmap)
  649. mInternalPass = true;
  650. else
  651. return Parent::setupPass(state, sgData);
  652. }
  653. // Set up the shader constants we need to...
  654. if(mLightMapParamsSC->isValid())
  655. {
  656. // If this is an internal pass, special case the parameters
  657. if(mInternalPass)
  658. {
  659. AssertFatal( lmParams->shadowDarkenColor.alpha == -1.0f, "Assumption failed, check unpack code!" );
  660. getMaterialParameters()->set( mLightMapParamsSC, lmParams->shadowDarkenColor );
  661. }
  662. else
  663. getMaterialParameters()->set( mLightMapParamsSC, ColorF::WHITE );
  664. }
  665. // Now override stateblock with our own
  666. if(!mInternalPass)
  667. {
  668. // If this is not an internal pass, and this light is represented in lightmaps
  669. // than only effect non-lightmapped geometry for this pass
  670. if(lmParams->representedInLightmap)
  671. GFX->setStateBlock(mLitState[StaticLightNonLMGeometry]);
  672. else // This is a normal, dynamic light.
  673. GFX->setStateBlock(mLitState[DynamicLight]);
  674. }
  675. else // Internal pass, this is the add-specular/multiply-darken-color pass
  676. GFX->setStateBlock(mLitState[StaticLightLMGeometry]);
  677. return bRetVal;
  678. }
  679. bool LightMatInstance::init( const FeatureSet &features, const GFXVertexFormat *vertexFormat )
  680. {
  681. bool success = Parent::init(features, vertexFormat);
  682. // If the initialization failed don't continue.
  683. if ( !success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0 )
  684. return false;
  685. mLightMapParamsSC = getMaterialParameterHandle("$lightMapParams");
  686. // Grab the state block for the first render pass (since this mat instance
  687. // inserts a pass after the first pass)
  688. AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
  689. const RenderPassData *rpd = mProcessedMaterial->getPass(0);
  690. AssertFatal(rpd, "No render pass data!");
  691. AssertFatal(rpd->mRenderStates[0], "No render state 0!");
  692. // Get state block desc for normal (not wireframe, not translucent, not glow, etc)
  693. // render state
  694. GFXStateBlockDesc litState = rpd->mRenderStates[0]->getDesc();
  695. // Create state blocks for each of the 3 possible combos in setupPass
  696. //DynamicLight State: This will effect lightmapped and non-lightmapped geometry
  697. // in the same way.
  698. litState.separateAlphaBlendDefined = true;
  699. litState.separateAlphaBlendEnable = false;
  700. litState.stencilMask = RenderPrePassMgr::OpaqueDynamicLitMask | RenderPrePassMgr::OpaqueStaticLitMask;
  701. mLitState[DynamicLight] = GFX->createStateBlock(litState);
  702. // StaticLightNonLMGeometry State: This will treat non-lightmapped geometry
  703. // in the usual way, but will not effect lightmapped geometry.
  704. litState.separateAlphaBlendDefined = true;
  705. litState.separateAlphaBlendEnable = false;
  706. litState.stencilMask = RenderPrePassMgr::OpaqueDynamicLitMask;
  707. mLitState[StaticLightNonLMGeometry] = GFX->createStateBlock(litState);
  708. // StaticLightLMGeometry State: This will add specular information (alpha) but
  709. // multiply-darken color information.
  710. litState.blendDest = GFXBlendSrcColor;
  711. litState.blendSrc = GFXBlendZero;
  712. litState.stencilMask = RenderPrePassMgr::OpaqueStaticLitMask;
  713. litState.separateAlphaBlendDefined = true;
  714. litState.separateAlphaBlendEnable = true;
  715. litState.separateAlphaBlendSrc = GFXBlendOne;
  716. litState.separateAlphaBlendDest = GFXBlendOne;
  717. litState.separateAlphaBlendOp = GFXBlendOpAdd;
  718. mLitState[StaticLightLMGeometry] = GFX->createStateBlock(litState);
  719. return true;
  720. }