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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.
- //-----------------------------------------------------------------------------
- #pragma once
- #ifndef RENDER_PROBE_MGR_H
- #define RENDER_PROBE_MGR_H
- #ifndef _RENDERBINMANAGER_H_
- #include "renderInstance/renderBinManager.h"
- #endif
- #ifndef _MATINSTANCE_H_
- #include "materials/matInstance.h"
- #endif
- #ifndef _MATTEXTURETARGET_H_
- #include "materials/matTextureTarget.h"
- #endif
- #ifndef _GFXPRIMITIVEBUFFER_H_
- #include "gfx/gfxPrimitiveBuffer.h"
- #endif
- #ifndef _GFXVERTEXBUFFER_H_
- #include "gfx/gfxVertexBuffer.h"
- #endif
- #include "core/util/systemInterfaceList.h"
- #ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
- #include "materials/processedShaderMaterial.h"
- #endif
- #ifndef _POSTEFFECTCOMMON_H_
- #include "postFx/postEffectCommon.h"
- #endif
- #ifndef _REFLECTOR_H_
- #include "scene/reflector.h"
- #endif
- static U32 MAXPROBECOUNT = 50;
- class PostEffect;
- class ReflectionProbe;
- struct ProbeRenderInst
- {
- bool mIsEnabled;
- MatrixF mTransform;
- F32 mRadius;
- bool mDirty;
- Box3F mBounds;
- Point3F mExtents;
- Point3F mPosition;
- Point3F mProbeRefOffset;
- Point3F mProbeRefScale;
- F32 mAtten;
- GFXCubemapHandle mPrefilterCubemap;
- GFXCubemapHandle mIrradianceCubemap;
- /// The priority of this light used for
- /// light and shadow scoring.
- F32 mPriority;
- /// A temporary which holds the score used
- /// when prioritizing lights for rendering.
- F32 mScore;
- enum ProbeShapeType
- {
- Box = 0, ///< Sphere shaped
- Sphere = 1, ///< Box-based shape
- Skylight = 2
- };
- ProbeShapeType mProbeShapeType;
- U32 mCubemapIndex;
- U32 mProbeIdx;
- public:
- ProbeRenderInst();
- ~ProbeRenderInst();
- // Copies data passed in from light
- void set(const ProbeRenderInst *probeInfo);
- // Accessors
- const MatrixF& getTransform() const { return mTransform; }
- void setTransform(const MatrixF &xfm) { mTransform = xfm; }
- Point3F getPosition() const { return mPosition; }
- void setPosition(const Point3F &pos) { mPosition = pos; }
- void setPriority(F32 priority) { mPriority = priority; }
- F32 getPriority() const { return mPriority; }
- void setScore(F32 score) { mScore = score; }
- F32 getScore() const { return mScore; }
- void clear();
- inline bool operator ==(const ProbeRenderInst& b) const
- {
- return mProbeIdx == b.mProbeIdx;
- }
- };
- struct ProbeShaderConstants
- {
- bool mInit;
- GFXShaderRef mShader;
-
- //Reflection Probes
- GFXShaderConstHandle *mProbePositionSC;
- GFXShaderConstHandle *mProbeRefPosSC;
- GFXShaderConstHandle *mRefScaleSC;
- GFXShaderConstHandle *mWorldToObjArraySC;
- GFXShaderConstHandle *mProbeConfigDataSC;
- GFXShaderConstHandle *mProbeSpecularCubemapSC;
- GFXShaderConstHandle *mProbeIrradianceCubemapSC;
- GFXShaderConstHandle *mProbeCountSC;
- GFXShaderConstHandle *mBRDFTextureMap;
- GFXShaderConstHandle *mSkylightCubemapIdxSC;
- ProbeShaderConstants();
- ~ProbeShaderConstants();
- void init(GFXShader* buffer);
- bool isValid();
- void _onShaderReload();
- };
- typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
- struct ProbeDataSet
- {
- Vector<Point4F> probePositionArray;
- Vector<Point4F> refScaleArray;
- Vector<Point4F> probeRefPositionArray;
- Vector<Point4F> probeConfigArray;
- Vector<MatrixF> probeWorldToObjArray;
- S32 skyLightIdx;
- U32 effectiveProbeCount;
- U32 maxProbeCount;
- ProbeDataSet()
- {
- probePositionArray.setSize(0);
- refScaleArray.setSize(0);
- probeRefPositionArray.setSize(0);
- probeConfigArray.setSize(0);
- probeWorldToObjArray.setSize(0);
- skyLightIdx = -1;
- effectiveProbeCount = 0;
- maxProbeCount = 0;
- }
- ProbeDataSet(U32 _maxProbeCount)
- {
- maxProbeCount = _maxProbeCount;
- probePositionArray.setSize(maxProbeCount);
- refScaleArray.setSize(maxProbeCount);
- probeRefPositionArray.setSize(maxProbeCount);
- probeConfigArray.setSize(maxProbeCount);
- probeWorldToObjArray.setSize(maxProbeCount);
- skyLightIdx = -1;
- effectiveProbeCount = 0;
- }
- };
- struct ProbeTextureArrayData
- {
- GFXTexHandle BRDFTexture;
- GFXCubemapArrayHandle prefilterArray;
- GFXCubemapArrayHandle irradianceArray;
- };
- //**************************************************************************
- // RenderObjectMgr
- //**************************************************************************
- class RenderProbeMgr : public RenderBinManager
- {
- typedef RenderBinManager Parent;
- Vector<ProbeRenderInst*> mRegisteredProbes;
- bool mProbesDirty;
-
- Vector<ProbeRenderInst> mActiveProbes;
- public:
- //maximum number of allowed probes
- static const U32 PROBE_MAX_COUNT = 250;
- //maximum number of rendered probes per frame adjust as needed
- static const U32 PROBE_MAX_FRAME = 8;
- //number of slots to allocate at once in the cubemap array
- static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
- static const U32 PROBE_IRRAD_SIZE = 64;
- static const U32 PROBE_PREFILTER_SIZE = 64;
- static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
- static const U32 INVALID_CUBE_SLOT = U32_MAX;
- static F32 smMaxProbeDrawDistance;
- static S32 smMaxProbesPerFrame;
- private:
- //Array rendering
- U32 mEffectiveProbeCount;
- S32 mMipCount;
- bool mHasSkylight;
- S32 mSkylightCubemapIdx;
- //number of cubemaps
- U32 mCubeMapCount;
- //number of cubemap slots allocated
- U32 mCubeSlotCount;
- //array of cubemap slots, due to the editor these may be mixed around as probes are added and deleted
- bool mCubeMapSlots[PROBE_MAX_COUNT];
- GFXCubemapArrayHandle mPrefilterArray;
- GFXCubemapArrayHandle mIrradianceArray;
- //Utilized in forward rendering
- ProbeConstantMap mConstantLookup;
- GFXShaderRef mLastShader;
- ProbeShaderConstants* mLastConstants;
- //
- SimObjectPtr<PostEffect> mProbeArrayEffect;
- //Default skylight, used for shape editors, etc
- ProbeRenderInst* mDefaultSkyLight;
- GFXTexHandle mBRDFTexture;
- ProbeDataSet mProbeData;
- ///Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures
- bool mUseHDRCaptures;
- U32 mPrefilterMipLevels;
- U32 mPrefilterSize;
- public:
- RenderProbeMgr();
- RenderProbeMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder);
- virtual ~RenderProbeMgr();
- virtual bool onAdd();
- virtual void onRemove();
- // ConsoleObject
- static void initPersistFields();
- static void consoleInit();
- DECLARE_CONOBJECT(RenderProbeMgr);
- protected:
- /// The current active light manager.
- static RenderProbeMgr *smProbeManager;
- /// This helper function sets the shader constansts
- /// for the stock 4 light forward lighting code.
- void _update4ProbeConsts(const SceneData &sgData,
- MatrixSet &matSet,
- ProbeShaderConstants *probeShaderConsts,
- GFXShaderConstBuffer *shaderConsts);
- void _setupStaticParameters();
- void _setupPerFrameParameters(const SceneRenderState *state);
- virtual void addElement(RenderInst* inst) {};
- virtual void render(SceneRenderState * state);
- ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
- PostEffect* getProbeArrayEffect();
- U32 _findNextEmptyCubeSlot()
- {
- for (U32 i = 0; i < PROBE_MAX_COUNT; i++)
- {
- if (!mCubeMapSlots[i])
- return i;
- }
- return INVALID_CUBE_SLOT;
- }
- public:
- // RenderBinMgr
- void updateProbes();
- /// Returns the active LM.
- static inline RenderProbeMgr* getProbeManager();
- void registerProbe(ProbeRenderInst* newProbe);
- void unregisterProbe(U32 probeIdx);
- void submitProbe(const ProbeRenderInst& newProbe);
- static S32 QSORT_CALLBACK _probeScoreCmp(const ProbeRenderInst* a, const ProbeRenderInst* b);
- virtual void setProbeInfo(ProcessedMaterial *pmat,
- const Material *mat,
- const SceneData &sgData,
- const SceneRenderState *state,
- U32 pass,
- GFXShaderConstBuffer *shaderConsts);
- void setupSGData(SceneData& data, const SceneRenderState* state, LightInfo* light);
-
- void updateProbeTexture(ProbeRenderInst* probeInfo);
- void reloadTextures();
- /// Debug rendering
- static bool smRenderReflectionProbes;
- void bakeProbe(ReflectionProbe *probeInfo);
- void bakeProbes();
- void getProbeTextureData(ProbeTextureArrayData* probeTextureSet);
- S32 getSkylightIndex() { return mSkylightCubemapIdx; }
- //accumulates the best fit of probes given the object position
- void getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet);
- };
- RenderProbeMgr* RenderProbeMgr::getProbeManager()
- {
- if (smProbeManager == nullptr)
- {
- RenderProbeMgr* probeManager = new RenderProbeMgr();
- smProbeManager = probeManager;
- }
- return smProbeManager;
- }
- #define PROBEMGR RenderProbeMgr::getProbeManager()
- #endif // RENDER_PROBE_MGR_H
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