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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "lighting/probeManager.h"
- #include "console/console.h"
- #include "console/consoleTypes.h"
- #include "core/util/safeDelete.h"
- #include "console/sim.h"
- #include "console/simSet.h"
- #include "scene/sceneManager.h"
- #include "materials/materialManager.h"
- #include "materials/sceneData.h"
- #include "lighting/lightInfo.h"
- #include "lighting/lightingInterfaces.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "gfx/gfxStringEnumTranslate.h"
- #include "console/engineAPI.h"
- #include "renderInstance/renderDeferredMgr.h"
- #include "shaderGen/shaderGenVars.h"
- #include "math/util/sphereMesh.h"
- Signal<void(const char*,bool)> ProbeManager::smActivateSignal;
- ProbeManager *ProbeManager::smProbeManager = NULL;
- bool ProbeManager::smRenderReflectionProbes = true;
- //
- //
- ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
- mTransform(true),
- mDirty(false),
- mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
- mPriority(1.0f),
- mScore(0.0f),
- mDebugRender(false),
- mCubemap(NULL),
- mIrradianceCubemap(NULL),
- mBRDFTexture(NULL),
- mRadius(1.0f),
- mIntensity(1.0f),
- mProbePosOffset(0,0,0),
- numPrims(0)
- {
- for (U32 i = 0; i < 5; ++i)
- {
- mSHConstants[i] = 0;
- }
- }
- ProbeRenderInst::~ProbeRenderInst()
- {
- if (mCubemap && !mCubemap->isNull())
- {
- mCubemap->getPointer()->destroySelf();
- mCubemap->free();
- }
- if (mIrradianceCubemap && !mIrradianceCubemap->isNull())
- {
- mIrradianceCubemap->getPointer()->destroySelf();
- mIrradianceCubemap->free();
- }
- if (mBRDFTexture && !mBRDFTexture->isNull())
- {
- mBRDFTexture->getPointer()->destroySelf();
- mBRDFTexture->free();
- }
- }
- void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
- {
- mTransform = probeInfo->mTransform;
- mAmbient = probeInfo->mAmbient;
- mCubemap = probeInfo->mCubemap;
- mIrradianceCubemap = probeInfo->mIrradianceCubemap;
- mBRDFTexture = probeInfo->mBRDFTexture;
- mRadius = probeInfo->mRadius;
- mIntensity = probeInfo->mIntensity;
- mProbeShapeType = probeInfo->mProbeShapeType;
- numPrims = probeInfo->numPrims;
- numVerts = probeInfo->numVerts;
- numIndicesForPoly = probeInfo->numIndicesForPoly;
- mBounds = probeInfo->mBounds;
- for (U32 i = 0; i < 9; i++)
- {
- mSHTerms[i] = probeInfo->mSHTerms[i];
- }
- for (U32 i = 0; i < 5; i++)
- {
- mSHConstants[i] = probeInfo->mSHConstants[i];
- }
- }
- void ProbeRenderInst::getWorldToLightProj(MatrixF *outMatrix) const
- {
- *outMatrix = getTransform();
- outMatrix->inverse();
- }
- ProbeShaderConstants::ProbeShaderConstants()
- : mInit(false),
- mShader(NULL),
- mProbeParamsSC(NULL),
- mProbePositionSC(NULL),
- mProbeRadiusSC(NULL),
- mProbeBoxMinSC(NULL),
- mProbeBoxMaxSC(NULL),
- mProbeIsSphereSC(NULL),
- mProbeLocalPosSC(NULL),
- mProbeCubemapSC(NULL)
- {
- }
- ProbeShaderConstants::~ProbeShaderConstants()
- {
- if (mShader.isValid())
- {
- mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
- mShader = NULL;
- }
- }
- void ProbeShaderConstants::init(GFXShader* shader)
- {
- if (mShader.getPointer() != shader)
- {
- if (mShader.isValid())
- mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
- mShader = shader;
- mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
- }
- mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
- //Reflection Probes
- mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
- mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
- mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
- mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
- mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
- mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
- mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
- mInit = true;
- }
- void ProbeShaderConstants::_onShaderReload()
- {
- if (mShader.isValid())
- init(mShader);
- }
- ProbeManager::ProbeManager()
- : mSceneManager( NULL ),
- mCullPos( Point3F::Zero )
- {
- mLastShader = NULL;
- mLastConstants = NULL;
- mSkylightMaterial = nullptr;
- mReflectProbeMaterial = nullptr;
- }
- ProbeManager::~ProbeManager()
- {
- }
- ProbeRenderInst* ProbeManager::createProbeInfo(ProbeRenderInst* probe /* = NULL */)
- {
- ProbeRenderInst *outProbe = (probe != NULL) ? probe : new ProbeRenderInst;
- /*ProbeManagerMap &ProbeManagers = _getProbeManagers();
- ProbeManagerMap::Iterator iter = ProbeManagers.begin();
- for ( ; iter != ProbeManagers.end(); iter++ )
- {
- ProbeManager *lm = iter->value;
- lm->_addLightInfoEx( outLight );
- }*/
- return outProbe;
- }
- /*void ProbeManager::initLightFields()
- {
- ProbeManagerMap &ProbeManagers = _getProbeManagers();
- ProbeManagerMap::Iterator iter = ProbeManagers.begin();
- for ( ; iter != ProbeManagers.end(); iter++ )
- {
- ProbeManager *lm = iter->value;
- lm->_initLightFields();
- }
- }*/
- IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerActivate, void, ( const char *name ), ( name ),
- "A callback called by the engine when a light manager is activated.\n"
- "@param name The name of the light manager being activated.\n"
- "@ingroup Lighting\n" );
- void ProbeManager::activate( SceneManager *sceneManager )
- {
- AssertFatal( sceneManager, "ProbeManager::activate() - Got null scene manager!" );
- //AssertFatal( mIsActive == false, "ProbeManager::activate() - Already activated!" );
- AssertFatal(smProbeManager == NULL, "ProbeManager::activate() - A previous ProbeManager is still active!" );
- mSceneManager = sceneManager;
- smProbeManager = this;
- }
- IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerDeactivate, void, ( const char *name ), ( name ),
- "A callback called by the engine when a light manager is deactivated.\n"
- "@param name The name of the light manager being deactivated.\n"
- "@ingroup Lighting\n" );
- void ProbeManager::deactivate()
- {
- //AssertFatal( mIsActive == true, "ProbeManager::deactivate() - Already deactivated!" );
- AssertFatal( smProbeManager == this, "ProbeManager::activate() - This isn't the active light manager!" );
- //if( Sim::getRootGroup() ) // To protect against shutdown.
- // onProbeManagerDeactivate_callback( getName() );
- //mIsActive = false;
- mSceneManager = NULL;
- smProbeManager = NULL;
- }
- ProbeShaderConstants* ProbeManager::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
- {
- if (!buffer)
- return NULL;
- PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
- GFXShader* shader = buffer->getShader();
- // Check to see if this is the same shader, we'll get hit repeatedly by
- // the same one due to the render bin loops.
- if (mLastShader.getPointer() != shader)
- {
- ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
- if (iter != mConstantLookup.end())
- {
- mLastConstants = iter->value;
- }
- else
- {
- ProbeShaderConstants* psc = new ProbeShaderConstants();
- mConstantLookup[shader] = psc;
- mLastConstants = psc;
- }
- // Set our new shader
- mLastShader = shader;
- }
- mLastConstants = new ProbeShaderConstants();
- // Make sure that our current lighting constants are initialized
- if (!mLastConstants->mInit)
- mLastConstants->init(shader);
- return mLastConstants;
- }
- void ProbeManager::_update4ProbeConsts( const SceneData &sgData,
- MatrixSet &matSet,
- GFXShaderConstHandle *probePositionSC,
- GFXShaderConstHandle *probeRadiusSC,
- GFXShaderConstHandle *probeBoxMinSC,
- GFXShaderConstHandle *probeBoxMaxSC,
- GFXShaderConstHandle *probeCubemapSC,
- GFXShaderConstHandle *probeIsSphereSC,
- GFXShaderConstHandle *probeLocalPosSC,
- GFXShaderConstBuffer *shaderConsts )
- {
- PROFILE_SCOPE( ProbeManager_Update4ProbeConsts );
- // Skip over gathering lights if we don't have to!
- if (probePositionSC->isValid() ||
- probeRadiusSC->isValid() ||
- probeBoxMinSC->isValid() ||
- probeBoxMaxSC->isValid() ||
- probeCubemapSC->isValid() && (!ProbeRenderInst::all.empty()))
- {
- PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
- static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
- static AlignedArray<F32> probeRadius(4, sizeof(F32));
- static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
- static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
- static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
- static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
- //static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
- F32 range;
- // Need to clear the buffers so that we don't leak
- // lights from previous passes or have NaNs.
- dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
- dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
- dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
- dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
- dMemset(probeLocalPositions.getBuffer(), 0, probeLocalPositions.getBufferSize());
- dMemset(probeIsSphere.getBuffer(), 0, probeRadius.getBufferSize());
- //dMemset(probeCubemap.getBuffer(), 0, probeCubemap.getBufferSize());
- matSet.restoreSceneViewProjection();
- const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
- // Gather the data for the first 4 probes.
- const ProbeRenderInst *probe;
- for (U32 i = 0; i < 4; i++)
- {
- if (i >= ProbeRenderInst::all.size())
- break;
- probe = ProbeRenderInst::all[i];
- if (!probe)
- continue;
- if (!probe->mIsEnabled)
- continue;
- // The light positions and spot directions are
- // in SoA order to make optimal use of the GPU.
- const Point3F &probePos = probe->getPosition();
- probePositions[i].x = probePos.x;
- probePositions[i].y = probePos.y;
- probePositions[i].z = probePos.z;
- probeRadius[i] = probe->mRadius;
- const Point3F &minExt = probe->mBounds.minExtents;
- probeBoxMins[i].x = minExt.x;
- probeBoxMins[i].y = minExt.y;
- probeBoxMins[i].z = minExt.z;
- const Point3F &maxExt = probe->mBounds.maxExtents;
- probeBoxMaxs[i].x = maxExt.x;
- probeBoxMaxs[i].y = maxExt.y;
- probeBoxMaxs[i].z = maxExt.z;
- probeIsSphere[i] = probe->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0 : 0.0;
- Point3F localProbePos;
- worldToCameraXfm.mulP(probe->getPosition(), &localProbePos);
- probeLocalPositions[i].x = localProbePos.x;
- probeLocalPositions[i].y = localProbePos.y;
- probeLocalPositions[i].z = localProbePos.z;
- if (probe->mCubemap && !probe->mCubemap->isNull())
- {
- S32 samplerReg = probeCubemapSC->getSamplerRegister();
- if(samplerReg != -1)
- GFX->setCubeTexture(samplerReg + i, probe->mCubemap->getPointer());
- }
- }
- shaderConsts->setSafe(probePositionSC, probePositions);
- shaderConsts->setSafe(probeRadiusSC, probeRadius);
- shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
- shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
- shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
- shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
- //
-
- //shaderConsts->setSafe(lightSpotAngleSC, lightSpotAngle);
- //shaderConsts->setSafe(lightSpotFalloffSC, lightSpotFalloff);
- }
- else
- {
- /*if (probe->mCubemap && !probe->mCubemap->isNull())
- {
- GFX->setCubeTexture(1, probe->mCubemap->getPointer());
- }*/
- if (probeCubemapSC->isValid())
- {
- for(U32 i=0; i < 4; ++i)
- GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
- }
- }
- }
- void ProbeManager::setProbeInfo(ProcessedMaterial *pmat,
- const Material *mat,
- const SceneData &sgData,
- const SceneRenderState *state,
- U32 pass,
- GFXShaderConstBuffer *shaderConsts)
- {
-
- // Skip this if we're rendering from the deferred bin.
- if ( sgData.binType == SceneData::DeferredBin )
- return;
- // if (mRegisteredProbes.empty())
- // return;
- PROFILE_SCOPE(ProbeManager_setProbeInfo);
- ProbeShaderConstants *psc = getProbeShaderConstants(shaderConsts);
- //ProbeInfo *probe;
- //probe = mRegisteredProbes[0];
- // NOTE: If you encounter a crash from this point forward
- // while setting a shader constant its probably because the
- // mConstantLookup has bad shaders/constants in it.
- //
- // This is a known crash bug that can occur if materials/shaders
- // are reloaded and the light manager is not reset.
- //
- // We should look to fix this by clearing the table.
- MatrixSet matSet = state->getRenderPass()->getMatrixSet();
- // Update the forward shading light constants.
- _update4ProbeConsts( sgData,
- matSet,
- psc->mProbePositionSC,
- psc->mProbeRadiusSC,
- psc->mProbeBoxMinSC,
- psc->mProbeBoxMaxSC,
- psc->mProbeCubemapSC,
- psc->mProbeIsSphereSC,
- psc->mProbeLocalPosSC,
- shaderConsts );
- // Static
- /*if (lsm && light->getCastShadows())
- {
- if (psc->mWorldToLightProjSC->isValid())
- shaderConsts->set(psc->mWorldToLightProjSC,
- lsm->getWorldToLightProj(),
- psc->mWorldToLightProjSC->getType());
- if (psc->mViewToLightProjSC->isValid())
- {
- // TODO: Should probably cache these results and
- // not do this mul here on every material that needs
- // this transform.
- shaderConsts->set(psc->mViewToLightProjSC,
- lsm->getWorldToLightProj() * state->getCameraTransform(),
- psc->mViewToLightProjSC->getType());
- }
- shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize());
- // Do this last so that overrides can properly override parameters previously set
- lsm->setShaderParameters(shaderConsts, psc);
- }
- else
- {
- if (psc->mViewToLightProjSC->isValid())
- {
- // TODO: Should probably cache these results and
- // not do this mul here on every material that needs
- // this transform.
- MatrixF proj;
- light->getWorldToLightProj(&proj);
- shaderConsts->set(psc->mViewToLightProjSC,
- proj * state->getCameraTransform(),
- psc->mViewToLightProjSC->getType());
- }
- }
- // Dynamic
- if (dynamicShadowMap)
- {
- if (psc->mDynamicWorldToLightProjSC->isValid())
- shaderConsts->set(psc->mDynamicWorldToLightProjSC,
- dynamicShadowMap->getWorldToLightProj(),
- psc->mDynamicWorldToLightProjSC->getType());
- if (psc->mDynamicViewToLightProjSC->isValid())
- {
- // TODO: Should probably cache these results and
- // not do this mul here on every material that needs
- // this transform.
- shaderConsts->set(psc->mDynamicViewToLightProjSC,
- dynamicShadowMap->getWorldToLightProj() * state->getCameraTransform(),
- psc->mDynamicViewToLightProjSC->getType());
- }
- shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)dynamicShadowMap->getTexSize());
- // Do this last so that overrides can properly override parameters previously set
- dynamicShadowMap->setShaderParameters(shaderConsts, psc);
- }
- else
- {
- if (psc->mDynamicViewToLightProjSC->isValid())
- {
- // TODO: Should probably cache these results and
- // not do this mul here on every material that needs
- // this transform.
- MatrixF proj;
- light->getWorldToLightProj(&proj);
- shaderConsts->set(psc->mDynamicViewToLightProjSC,
- proj * state->getCameraTransform(),
- psc->mDynamicViewToLightProjSC->getType());
- }
- }*/
- }
- /// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
- bool ProbeManager::setTextureStage(const SceneData &sgData,
- const U32 currTexFlag,
- const U32 textureSlot,
- GFXShaderConstBuffer *shaderConsts,
- ShaderConstHandles *handles)
- {
- return false;
- }
- AvailableSLInterfaces* ProbeManager::getSceneLightingInterface()
- {
- //if ( !mAvailableSLInterfaces )
- // mAvailableSLInterfaces = new AvailableSLInterfaces();
- return NULL;
- }
- void ProbeManager::updateDirtyProbes()
- {
- for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
- {
- ProbeRenderInst* probe = ProbeRenderInst::all[i];
- if (probe->mDirty)
- {
- //make sure we have a fill-out on our primitives, materials, etc
- //so we don't have to always force an update when it's not needed
- if (probe->mIsSkylight)
- {
- setupSkylightProbe(probe);
- }
- else
- {
- if (probe->mProbeShapeType == ProbeRenderInst::Sphere)
- {
- setupSphereReflectionProbe(probe);
- }
- else if(probe->mProbeShapeType == ProbeRenderInst::Box)
- {
- setupConvexReflectionProbe(probe);
- }
- }
- probe->mDirty = false;
- }
- }
- }
- ProbeManager::SkylightMaterialInfo* ProbeManager::getSkylightMaterial()
- {
- PROFILE_SCOPE(AdvancedLightBinManager_getSkylightMaterial);
- //ReflectProbeMaterialInfo *info = NULL;
- if (!mSkylightMaterial)
- // Now create the material info object.
- mSkylightMaterial = new SkylightMaterialInfo("SklyightMaterial",
- getGFXVertexFormat<GFXVertexPC>());
- return mSkylightMaterial;
- }
- ProbeManager::ReflectProbeMaterialInfo* ProbeManager::getReflectProbeMaterial()
- {
- PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
- //ReflectProbeMaterialInfo *info = NULL;
- if (!mReflectProbeMaterial)
- // Now create the material info object.
- mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
- getGFXVertexFormat<GFXVertexPC>());
- return mReflectProbeMaterial;
- }
- void ProbeManager::setupSkylightProbe(ProbeRenderInst *probeInfo)
- {
- probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
- if (!mSkylightMaterial)
- mSkylightMaterial = getSkylightMaterial();
- }
- void ProbeManager::setupSphereReflectionProbe(ProbeRenderInst *probeInfo)
- {
- probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
- if (!mReflectProbeMaterial)
- mReflectProbeMaterial = getReflectProbeMaterial();
- }
- void ProbeManager::setupConvexReflectionProbe(ProbeRenderInst *probeInfo)
- {
- static const Point3F cubePoints[8] =
- {
- Point3F(1, -1, -1), Point3F(1, -1, 1), Point3F(1, 1, -1), Point3F(1, 1, 1),
- Point3F(-1, -1, -1), Point3F(-1, 1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, 1)
- };
- /*static const Point3F cubeNormals[6] =
- {
- Point3F(1, 0, 0), Point3F(-1, 0, 0), Point3F(0, 1, 0),
- Point3F(0, -1, 0), Point3F(0, 0, 1), Point3F(0, 0, -1)
- };*/
- /*static const Point2F cubeTexCoords[4] =
- {
- Point2F(0, 0), Point2F(0, -1),
- Point2F(1, 0), Point2F(1, -1)
- };*/
- static const U32 cubeFaces[36][3] =
- {
- { 3, 0, 3 },{ 0, 0, 0 },{ 1, 0, 1 },
- { 2, 0, 2 },{ 0, 0, 0 },{ 3, 0, 3 },
- { 7, 1, 1 },{ 4, 1, 2 },{ 5, 1, 0 },
- { 6, 1, 3 },{ 4, 1, 2 },{ 7, 1, 1 },
- { 3, 2, 1 },{ 5, 2, 2 },{ 2, 2, 0 },
- { 7, 2, 3 },{ 5, 2, 2 },{ 3, 2, 1 },
- { 1, 3, 3 },{ 4, 3, 0 },{ 6, 3, 1 },
- { 0, 3, 2 },{ 4, 3, 0 },{ 1, 3, 3 },
- { 3, 4, 3 },{ 6, 4, 0 },{ 7, 4, 1 },
- { 1, 4, 2 },{ 6, 4, 0 },{ 3, 4, 3 },
- { 2, 5, 1 },{ 4, 5, 2 },{ 0, 5, 0 },
- { 5, 5, 3 },{ 4, 5, 2 },{ 2, 5, 1 }
- };
- // Fill the vertex buffer
- GFXVertexPC *pVert = NULL;
- probeInfo->numVerts = 36;
- probeInfo->vertBuffer.set(GFX, 36, GFXBufferTypeStatic);
- pVert = probeInfo->vertBuffer.lock();
- Point3F halfSize = Point3F(probeInfo->mRadius, probeInfo->mRadius, probeInfo->mRadius);
- for (U32 i = 0; i < 36; i++)
- {
- const U32& vdx = cubeFaces[i][0];
- pVert[i].point = cubePoints[vdx] * halfSize;
- }
- probeInfo->vertBuffer.unlock();
- // Fill the primitive buffer
- U16 *pIdx = NULL;
- probeInfo->primBuffer.set(GFX, 36, 12, GFXBufferTypeStatic);
- probeInfo->primBuffer.lock(&pIdx);
- for (U16 i = 0; i < 36; i++)
- pIdx[i] = i;
- probeInfo->primBuffer.unlock();
- probeInfo->numPrims = 12;
- if (!mReflectProbeMaterial)
- mReflectProbeMaterial = getReflectProbeMaterial();
- //
- // mReflectProbeBin.push_back(pEntry);
- }
- GFXVertexBufferHandle<GFXVertexPC> ProbeManager::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives)
- {
- static SphereMesh sSphereMesh;
- if (mSphereGeometry.isNull())
- {
- const SphereMesh::TriangleMesh * sphereMesh = sSphereMesh.getMesh(3);
- S32 numPoly = sphereMesh->numPoly;
- mSpherePrimitiveCount = 0;
- mSphereGeometry.set(GFX, numPoly * 3, GFXBufferTypeStatic);
- mSphereGeometry.lock();
- S32 vertexIndex = 0;
- for (S32 i = 0; i<numPoly; i++)
- {
- mSpherePrimitiveCount++;
- mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[0];
- mSphereGeometry[vertexIndex].color = ColorI::WHITE;
- vertexIndex++;
- mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[1];
- mSphereGeometry[vertexIndex].color = ColorI::WHITE;
- vertexIndex++;
- mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[2];
- mSphereGeometry[vertexIndex].color = ColorI::WHITE;
- vertexIndex++;
- }
- mSphereGeometry.unlock();
- }
- outNumPrimitives = mSpherePrimitiveCount;
- outPrimitives = NULL; // For now
- return mSphereGeometry;
- }
- //
- //
- bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
- {
- bool success = Parent::init(features, vertexFormat);
- // If the initialization failed don't continue.
- if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
- return false;
- return true;
- }
- bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
- {
- // Go no further if the material failed to initialize properly.
- if (!mProcessedMaterial ||
- mProcessedMaterial->getNumPasses() == 0)
- return false;
- bool bRetVal = Parent::setupPass(state, sgData);;
- AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
- const RenderPassData *rpd = mProcessedMaterial->getPass(0);
- AssertFatal(rpd, "No render pass data!");
- AssertFatal(rpd->mRenderStates[0], "No render state 0!");
- if (!mProjectionState)
- {
- GFXStateBlockDesc desc;
- desc.setZReadWrite(false);
- desc.zWriteEnable = false;
- desc.setCullMode(GFXCullNone);
- desc.setBlend(true, GFXBlendOne, GFXBlendOne);
- mProjectionState = GFX->createStateBlock(desc);
- }
- // Now override stateblock with our own
- GFX->setStateBlock(mProjectionState);
- return bRetVal;
- }
- //
- //
- ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
- const GFXVertexFormat *vertexFormat)
- : matInstance(NULL),
- zNearFarInvNearFar(NULL),
- farPlane(NULL),
- vsFarPlane(NULL),
- negFarPlaneDotEye(NULL),
- probeWSPos(NULL),
- attenuation(NULL),
- radius(NULL),
- invViewMat(NULL),
- cubeMips(NULL)
- {
- Material *mat = MATMGR->getMaterialDefinitionByName(matName);
- if (!mat)
- return;
- matInstance = new ReflectProbeMatInstance(*mat);
- const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
- for (U32 i = 0; i < macros.size(); i++)
- matInstance->addShaderMacro(macros[i].name, macros[i].value);
- matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
- attenuation = matInstance->getMaterialParameterHandle("$attenuation");
- radius = matInstance->getMaterialParameterHandle("$radius");
- probeLSPos = matInstance->getMaterialParameterHandle("$probeLSPos");
- probeWSPos = matInstance->getMaterialParameterHandle("$probeWSPos");
- farPlane = matInstance->getMaterialParameterHandle("$farPlane");
- vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
- negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
- zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
- invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
- useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
- cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
- cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
- eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
- bbMin = matInstance->getMaterialParameterHandle("$bbMin");
- bbMax = matInstance->getMaterialParameterHandle("$bbMax");
- useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
- for (U32 i = 0; i < 9; i++)
- shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
- for (U32 i = 0; i < 5; i++)
- shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
- }
- ProbeManager::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
- {
- SAFE_DELETE(matInstance);
- }
- void ProbeManager::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
- const F32 _zFar,
- const Point3F &_eyePos,
- const PlaneF &_farPlane,
- const PlaneF &_vsFarPlane, const MatrixF &_inverseViewMatrix)
- {
- MaterialParameters *matParams = matInstance->getMaterialParameters();
- matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
- matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
- if (negFarPlaneDotEye->isValid())
- {
- // -dot( farPlane, eyePos )
- const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
- matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
- }
- matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
- matParams->setSafe(invViewMat, _inverseViewMatrix);
- Point4F frPlane = *((const Point4F *)&_farPlane);
- Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
- Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
- const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
- }
- void ProbeManager::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
- {
- //Set up the params
- MaterialParameters *matParams = matInstance->getMaterialParameters();
- matParams->setSafe(radius, probeInfo->mRadius);
- Point3F probePos = probeInfo->getPosition() + probeInfo->mProbePosOffset;
- //worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
- matParams->setSafe(probeWSPos, probePos);
- worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
- matParams->setSafe(probeLSPos, probePos);
- // Get the attenuation falloff ratio and normalize it.
- Point3F attenRatio = Point3F(0.0f, 1.0f, 1.0f);
- F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
- if (total > 0.0f)
- attenRatio /= total;
- F32 radius = probeInfo->mRadius;
- Point2F attenParams((1.0f / radius) * attenRatio.y,
- (1.0f / (radius * radius)) * attenRatio.z);
- matParams->setSafe(attenuation, attenParams);
- NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
- GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
- if (!deferredTexObject) return;
- GFX->setTexture(0, deferredTexObject);
- NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
- GFXTextureObject *matInfoTexObject = matInfoTexTarget->getTexture();
- if (!matInfoTexObject) return;
- GFX->setTexture(1, matInfoTexObject);
- if (probeInfo->mCubemap && !probeInfo->mCubemap->isNull())
- {
- GFX->setCubeTexture(2, probeInfo->mCubemap->getPointer());
- }
- else
- {
- GFX->setCubeTexture(2, NULL);
- }
- if (probeInfo->mIrradianceCubemap && !probeInfo->mIrradianceCubemap->isNull())
- {
- GFX->setCubeTexture(3, probeInfo->mIrradianceCubemap->getPointer());
- }
- else
- {
- GFX->setCubeTexture(3, NULL);
- }
- if (probeInfo->mBRDFTexture && !probeInfo->mBRDFTexture->isNull())
- {
- GFX->setTexture(4, probeInfo->mBRDFTexture->getPointer());
- }
- else
- {
- GFX->setTexture(4, NULL);
- }
- if (probeInfo->mCubemap->isValid())
- matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap->getPointer()->getMipMapLevels(), 2.0f));
- else
- matParams->setSafe(cubeMips, F32(0.0));
- matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
- matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
- matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
- matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0f : 0.0f);
- //SH Terms
- //static AlignedArray<Point3F> shTermsArray(9, sizeof(Point3F));
- //dMemset(shTermsArray.getBuffer(), 0, shTermsArray.getBufferSize());
- for (U32 i = 0; i < 9; i++)
- {
- matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
- }
- for (U32 i = 0; i < 5; i++)
- {
- matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
- }
- const MatrixF worldToObjectXfm = probeInfo->mTransform;
- MaterialParameterHandle *worldToObjMat = matInstance->getMaterialParameterHandle("$worldToObj");
- matParams->setSafe(worldToObjMat, worldToObjectXfm);
- }
- //
- //
- //
- ProbeManager::SkylightMaterialInfo::SkylightMaterialInfo(const String &matName,
- const GFXVertexFormat *vertexFormat)
- : ReflectProbeMaterialInfo(matName, vertexFormat)
- {
- Material *mat = MATMGR->getMaterialDefinitionByName(matName);
- if (!mat)
- return;
- matInstance = new SkylightMatInstance(*mat);
- const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
- for (U32 i = 0; i < macros.size(); i++)
- matInstance->addShaderMacro(macros[i].name, macros[i].value);
- matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
- farPlane = matInstance->getMaterialParameterHandle("$farPlane");
- vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
- negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
- zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
- invViewMat = matInstance->getMaterialParameterHandle("$invViewMat");
- useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
- cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
- eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
- for (U32 i = 0; i < 9; i++)
- shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
- for (U32 i = 0; i < 5; i++)
- shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
- }
- ProbeManager::SkylightMaterialInfo::~SkylightMaterialInfo()
- {
- SAFE_DELETE(matInstance);
- }
- /*bool ProbeManager::lightScene( const char* callback, const char* param )
- {
- BitSet32 flags = 0;
- if ( param )
- {
- if ( !dStricmp( param, "forceAlways" ) )
- flags.set( SceneLighting::ForceAlways );
- else if ( !dStricmp(param, "forceWritable" ) )
- flags.set( SceneLighting::ForceWritable );
- else if ( !dStricmp(param, "loadOnly" ) )
- flags.set( SceneLighting::LoadOnly );
- }
- // The SceneLighting object will delete itself
- // once the lighting process is complete.
- SceneLighting* sl = new SceneLighting( getSceneLightingInterface() );
- return sl->lightScene( callback, flags );
- }*/
- /*RenderDeferredMgr* ProbeManager::_findDeferredRenderBin()
- {
- RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
- for( U32 i = 0; i < rpm->getManagerCount(); i++ )
- {
- RenderBinManager *bin = rpm->getManager( i );
- if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
- {
- return ( RenderDeferredMgr* ) bin;
- }
- }
- return NULL;
- }*/
- DefineEngineFunction( CreateProbeManager, bool, (),,
- "Finds and activates the named light manager.\n"
- "@return Returns true if the light manager is found and activated.\n"
- "@ingroup Lighting\n" )
- {
- ProbeManager* probeManager = new ProbeManager();
-
- if (probeManager != nullptr && gClientSceneGraph != nullptr)
- {
- probeManager->activate(gClientSceneGraph);
- return true;
- }
- return false;
- }
- DefineEngineFunction( resetProbeManager, void, (),,
- "@brief Deactivates and then activates the currently active light manager."
- "This causes most shaders to be regenerated and is often used when global "
- "rendering changes have occured.\n"
- "@ingroup Lighting\n" )
- {
- ProbeManager *pm = PROBEMGR;
- if ( !pm)
- return;
- /*SceneManager *sm = lm->getSceneManager();
- lm->deactivate();
- lm->activate( sm );*/
- }
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