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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 "renderProbeMgr.h"
- #include "console/consoleTypes.h"
- #include "scene/sceneObject.h"
- #include "materials/materialManager.h"
- #include "scene/sceneRenderState.h"
- #include "math/util/sphereMesh.h"
- #include "math/util/matrixSet.h"
- #include "materials/processedMaterial.h"
- #include "renderInstance/renderDeferredMgr.h"
- #include "math/mPolyhedron.impl.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gfx/gfxDebugEvent.h"
- IMPLEMENT_CONOBJECT(RenderProbeMgr);
- ConsoleDocClass( RenderProbeMgr,
- "@brief A render bin which uses object callbacks for rendering.\n\n"
- "This render bin gathers object render instances and calls its delegate "
- "method to perform rendering. It is used infrequently for specialized "
- "scene objects which perform custom rendering.\n\n"
- "@ingroup RenderBin\n" );
- S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
- {
- // Debug Profiling.
- PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
- // Fetch asset definitions.
- /*const ProbeRenderInst* pReflectProbeA = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(a))->inst);
- const ProbeRenderInst* pReflectProbeB = static_cast<ProbeRenderInst*>(((RenderBinManager::MainSortElem*)(b))->inst);
- // Sort.
- //First, immediate check on if either is a skylight. Skylight always gets the highest priority
- //if (pReflectProbeA->mIsSkylight)
- // return 1;
- //else if (pReflectProbeB->mIsSkylight)
- // return -1;
- //No? then sort by score
- if (pReflectProbeA->mScore > pReflectProbeB->mScore)
- return 1;
- else if (pReflectProbeA->mScore < pReflectProbeB->mScore)
- return -1;*/
- return 0;
- }
- RenderProbeMgr::RenderProbeMgr()
- : RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f)
- {
- }
- RenderProbeMgr::RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
- : RenderBinManager(riType, renderOrder, processAddOrder)
- {
- }
- void RenderProbeMgr::initPersistFields()
- {
- Parent::initPersistFields();
- }
- void RenderProbeMgr::addElement(RenderInst *inst)
- {
- // If this instance is translucent handle it in RenderTranslucentMgr
- //if (inst->translucentSort)
- return;
- //AssertFatal(inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?");
- /*internalAddElement(inst);
- ProbeRenderInst* probeInst = static_cast<ProbeRenderInst*>(inst);
- if (probeInst->mIsSkylight)
- {
- addSkylightProbe(probeInst);
- }
- else
- {
- if (probeInst->mProbeShapeType == ProbeInfo::Sphere)
- addSphereReflectionProbe(probeInst);
- else
- addConvexReflectionProbe(probeInst);
- }*/
- }
- //remove
- //Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
- //Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
- //
- void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
- {
- PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
- const Frustum &frustum = state->getCameraFrustum();
- MatrixF invCam(frustum.getTransform());
- invCam.inverse();
- const Point3F *wsFrustumPoints = frustum.getPoints();
- const Point3F& cameraPos = frustum.getPosition();
- // Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
- // polygon, which is at the far plane.
- Point3F cameraOffsetPos = cameraPos;
- // Now build the quad for drawing full-screen vector light
- // passes.... this is a volatile VB and updates every frame.
- FarFrustumQuadVert verts[4];
- {
- verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
- invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
- verts[0].texCoord.set(-1.0, 1.0);
- verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
- verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
- invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
- verts[1].texCoord.set(1.0, 1.0);
- verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
- verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
- invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
- verts[2].texCoord.set(-1.0, -1.0);
- verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
- verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
- invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
- verts[3].texCoord.set(1.0, -1.0);
- verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
- }
- mFarFrustumQuadVerts.set(GFX, 4);
- dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
- mFarFrustumQuadVerts.unlock();
- PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
- PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
- MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
- matrixSet.restoreSceneViewProjection();
- const MatrixF &worldToCameraXfm = matrixSet.getCameraToWorld();
- MatrixF inverseViewMatrix = worldToCameraXfm;
- // Parameters calculated, assign them to the materials
- ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
- if (skylightMat != nullptr && skylightMat->matInstance != nullptr)
- {
- skylightMat->setViewParameters(frustum.getNearDist(),
- frustum.getFarDist(),
- frustum.getPosition(),
- farPlane,
- vsFarPlane);
- }
- ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
- if (reflProbeMat != nullptr && reflProbeMat->matInstance != nullptr)
- {
- reflProbeMat->setViewParameters(frustum.getNearDist(),
- frustum.getFarDist(),
- frustum.getPosition(),
- farPlane,
- vsFarPlane);
- }
- }
- //-----------------------------------------------------------------------------
- // render objects
- //-----------------------------------------------------------------------------
- void RenderProbeMgr::render( SceneRenderState *state )
- {
- PROFILE_SCOPE(RenderProbeMgr_render);
- // Early out if nothing to draw.
- if (!ProbeRenderInst::all.size())
- return;
- if (PROBEMGR->mRegisteredProbes.empty())
- return;
- if (!ProbeManager::smRenderReflectionProbes)
- return;
- GFXTransformSaver saver;
- GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
- NamedTexTargetRef diffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
- if (diffuseLightingTarget.isNull())
- return;
- NamedTexTargetRef specularLightingTarget = NamedTexTarget::find("specularLighting");
- if (specularLightingTarget.isNull())
- return;
- GFXTextureTargetRef probeLightingTargetRef = GFX->allocRenderToTextureTarget();
- if (probeLightingTargetRef.isNull())
- return;
- //Do a quick pass to update our probes if they're dirty
- PROBEMGR->updateDirtyProbes();
- probeLightingTargetRef->attachTexture(GFXTextureTarget::Color0, specularLightingTarget->getTexture());
- probeLightingTargetRef->attachTexture(GFXTextureTarget::Color1, diffuseLightingTarget->getTexture());
- GFX->pushActiveRenderTarget();
- GFX->setActiveRenderTarget(probeLightingTargetRef);
- GFX->setViewport(specularLightingTarget->getViewport());
- //GFX->setViewport(specularLightingTarget->getViewport());
- // Restore transforms
- MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
- matrixSet.restoreSceneViewProjection();
- const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
- // Set up the SG Data
- SceneData sgData;
- sgData.init(state);
- // Initialize and set the per-frame parameters after getting
- // the vector light material as we use lazy creation.
- _setupPerFrameParameters(state);
- //Order the probes by size, biggest to smallest
- //dQsort(mElementList.address(), mElementList.size(), sizeof(const MainSortElem), AscendingReflectProbeInfluence);
- //Specular
- PROFILE_START(RenderProbeManager_ReflectProbeRender);
- ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
- ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
- for (U32 i = 0; i < PROBEMGR->mRegisteredProbes.size(); i++)
- {
- ProbeRenderInst* curEntry = ProbeRenderInst::all[PROBEMGR->mRegisteredProbes[i]];
- if (!curEntry->mIsEnabled)
- continue;
- if (curEntry->numPrims == 0)
- continue;
- if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
- continue;
- if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
- break;
- //Setup
- MatrixF probeTrans = curEntry->getTransform();
- if (!curEntry->mIsSkylight)
- {
- if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
- probeTrans.scale(curEntry->mRadius * 1.01f);
- }
- else
- {
- probeTrans.scale(10); //force it to be big enough to surround the camera
- }
- sgData.objTrans = &probeTrans;
- if(curEntry->mIsSkylight)
- skylightMat->setProbeParameters(curEntry, state, worldToCameraXfm);
- else
- reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
- // Set geometry
- GFX->setVertexBuffer(curEntry->vertBuffer);
- GFX->setPrimitiveBuffer(curEntry->primBuffer);
- if (curEntry->mIsSkylight)
- {
- while (skylightMat->matInstance->setupPass(state, sgData))
- {
- // Set transforms
- matrixSet.setWorld(*sgData.objTrans);
- skylightMat->matInstance->setTransforms(matrixSet, state);
- skylightMat->matInstance->setSceneInfo(state, sgData);
- GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
- }
- }
- else
- {
- while (reflProbeMat->matInstance->setupPass(state, sgData))
- {
- // Set transforms
- matrixSet.setWorld(*sgData.objTrans);
- reflProbeMat->matInstance->setTransforms(matrixSet, state);
- reflProbeMat->matInstance->setSceneInfo(state, sgData);
- GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
- }
- }
- }
- //And clean us up
- PROBEMGR->mRegisteredProbes.clear();
- probeLightingTargetRef->resolve();
- GFX->popActiveRenderTarget();
- //PROBEMGR->unregisterAllProbes();
- PROFILE_END();
- GFX->setVertexBuffer(NULL);
- GFX->setPrimitiveBuffer(NULL);
- // Fire off a signal to let others know that light-bin rendering is ending now
- //getRenderSignal().trigger(state, this);
- }
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