advancedLightBinManager.cpp 32 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/renderDeferredMgr.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. #include "gfx/gfxTextureManager.h"
  42. const RenderInstType AdvancedLightBinManager::RIT_LightInfo( "specularLighting" );
  43. const String AdvancedLightBinManager::smBufferName( "specularLighting" );
  44. ShadowFilterMode AdvancedLightBinManager::smShadowFilterMode = ShadowFilterMode_SoftShadowHighQuality;
  45. bool AdvancedLightBinManager::smPSSMDebugRender = false;
  46. bool AdvancedLightBinManager::smUseSSAOMask = false;
  47. ImplementEnumType( ShadowFilterMode,
  48. "The shadow filtering modes for Advanced Lighting shadows.\n"
  49. "@ingroup AdvancedLighting" )
  50. { ShadowFilterMode_None, "None",
  51. "@brief Simple point sampled filtering.\n"
  52. "This is the fastest and lowest quality mode." },
  53. { ShadowFilterMode_SoftShadow, "SoftShadow",
  54. "@brief A variable tap rotated poisson disk soft shadow filter.\n"
  55. "It performs 4 taps to classify the point as in shadow, out of shadow, or along a "
  56. "shadow edge. Samples on the edge get an additional 8 taps to soften them." },
  57. { ShadowFilterMode_SoftShadowHighQuality, "SoftShadowHighQuality",
  58. "@brief A 12 tap rotated poisson disk soft shadow filter.\n"
  59. "It performs all the taps for every point without any early rejection." },
  60. EndImplementEnumType;
  61. // NOTE: The order here matches that of the LightInfo::Type enum.
  62. const String AdvancedLightBinManager::smLightMatNames[] =
  63. {
  64. "AL_PointLightMaterial", // LightInfo::Point
  65. "AL_SpotLightMaterial", // LightInfo::Spot
  66. "AL_VectorLightMaterial", // LightInfo::Vector
  67. "", // LightInfo::Ambient
  68. };
  69. // NOTE: The order here matches that of the LightInfo::Type enum.
  70. const GFXVertexFormat* AdvancedLightBinManager::smLightMatVertex[] =
  71. {
  72. getGFXVertexFormat<AdvancedLightManager::LightVertex>(), // LightInfo::Point
  73. getGFXVertexFormat<AdvancedLightManager::LightVertex>(), // LightInfo::Spot
  74. getGFXVertexFormat<FarFrustumQuadVert>(), // LightInfo::Vector
  75. NULL, // LightInfo::Ambient
  76. };
  77. // NOTE: The order here matches that of the ShadowType enum.
  78. const String AdvancedLightBinManager::smShadowTypeMacro[] =
  79. {
  80. "", // ShadowType_Spot
  81. "", // ShadowType_PSSM,
  82. "SHADOW_PARABOLOID", // ShadowType_Paraboloid,
  83. "SHADOW_DUALPARABOLOID_SINGLE_PASS", // ShadowType_DualParaboloidSinglePass,
  84. "SHADOW_DUALPARABOLOID", // ShadowType_DualParaboloid,
  85. "SHADOW_CUBE", // ShadowType_CubeMap,
  86. };
  87. AdvancedLightBinManager::RenderSignal &AdvancedLightBinManager::getRenderSignal()
  88. {
  89. static RenderSignal theSignal;
  90. return theSignal;
  91. }
  92. IMPLEMENT_CONOBJECT(AdvancedLightBinManager);
  93. ConsoleDocClass( AdvancedLightBinManager,
  94. "@brief Rendering Manager responsible for lighting, shadows, and global variables affecing both.\n\n"
  95. "Should not be exposed to TorqueScript as a game object, meant for internal use only\n\n"
  96. "@ingroup Lighting"
  97. );
  98. AdvancedLightBinManager::AdvancedLightBinManager( AdvancedLightManager *lm /* = NULL */,
  99. ShadowMapManager *sm /* = NULL */,
  100. GFXFormat lightBufferFormat /* = GFXFormatR8G8B8A8 */ )
  101. : RenderBinManager( RIT_LightInfo, 1.0f, 1.0f ),
  102. mNumLightsCulled(0),
  103. mLightManager(lm),
  104. mShadowManager(sm)
  105. {
  106. mMRTLightmapsDuringDeferred = true;
  107. Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
  108. Con::addVariableNotify( "$pref::Shadows::filterMode", callback );
  109. Con::addVariableNotify( "$AL::PSSMDebugRender", callback );
  110. Con::addVariableNotify( "$AL::UseSSAOMask", callback );
  111. }
  112. AdvancedLightBinManager::~AdvancedLightBinManager()
  113. {
  114. _deleteLightMaterials();
  115. Con::NotifyDelegate callback( this, &AdvancedLightBinManager::_deleteLightMaterials );
  116. Con::removeVariableNotify( "$pref::shadows::filterMode", callback );
  117. Con::removeVariableNotify( "$AL::PSSMDebugRender", callback );
  118. Con::removeVariableNotify( "$AL::UseSSAOMask", callback );
  119. }
  120. void AdvancedLightBinManager::consoleInit()
  121. {
  122. Parent::consoleInit();
  123. Con::addVariable( "$pref::shadows::filterMode",
  124. TYPEID<ShadowFilterMode>(), &smShadowFilterMode,
  125. "The filter mode to use for shadows.\n"
  126. "@ingroup AdvancedLighting\n" );
  127. Con::addVariable( "$AL::UseSSAOMask", TypeBool, &smUseSSAOMask,
  128. "Used by the SSAO PostEffect to toggle the sampling of ssaomask "
  129. "texture by the light shaders.\n"
  130. "@ingroup AdvancedLighting\n" );
  131. Con::addVariable( "$AL::PSSMDebugRender", TypeBool, &smPSSMDebugRender,
  132. "Enables debug rendering of the PSSM shadows.\n"
  133. "@ingroup AdvancedLighting\n" );
  134. }
  135. bool AdvancedLightBinManager::setTargetSize(const Point2I &newTargetSize)
  136. {
  137. /*bool ret = Parent::setTargetSize( newTargetSize );
  138. // We require the viewport to match the default.
  139. mNamedTarget.setViewport( GFX->getViewport() );
  140. return ret;*/
  141. return true;
  142. }
  143. bool AdvancedLightBinManager::_updateTargets()
  144. {
  145. /* PROFILE_SCOPE(AdvancedLightBinManager_updateTargets);
  146. bool ret = Parent::_updateTargets();
  147. mDiffuseLightingTarget = NamedTexTarget::find("diffuseLighting");
  148. if (mDiffuseLightingTarget.isValid())
  149. {
  150. mDiffuseLightingTex = mDiffuseLightingTarget->getTexture();
  151. for (U32 i = 0; i < mTargetChainLength; i++)
  152. mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mDiffuseLightingTex);
  153. }
  154. GFX->finalizeReset();
  155. return ret;*/
  156. return true;
  157. }
  158. void AdvancedLightBinManager::addLight( LightInfo *light )
  159. {
  160. // Get the light type.
  161. const LightInfo::Type lightType = light->getType();
  162. AssertFatal( lightType == LightInfo::Point ||
  163. lightType == LightInfo::Spot, "Bogus light type." );
  164. // Find a shadow map for this light, if it has one
  165. ShadowMapParams *lsp = light->getExtended<ShadowMapParams>();
  166. LightShadowMap *lsm = lsp->getShadowMap();
  167. LightShadowMap *dynamicShadowMap = lsp->getShadowMap(true);
  168. // Get the right shadow type.
  169. ShadowType shadowType = ShadowType_None;
  170. if ( light->getCastShadows() &&
  171. lsm && lsm->hasShadowTex() &&
  172. !ShadowMapPass::smDisableShadows )
  173. shadowType = lsm->getShadowType();
  174. // Add the entry
  175. LightBinEntry lEntry;
  176. lEntry.lightInfo = light;
  177. lEntry.shadowMap = lsm;
  178. lEntry.dynamicShadowMap = dynamicShadowMap;
  179. lEntry.lightMaterial = _getLightMaterial( lightType, shadowType, lsp->hasCookieTex() );
  180. if( lightType == LightInfo::Spot )
  181. lEntry.vertBuffer = mLightManager->getConeMesh( lEntry.numPrims, lEntry.primBuffer );
  182. else
  183. lEntry.vertBuffer = mLightManager->getSphereMesh( lEntry.numPrims, lEntry.primBuffer );
  184. // If it's a point light, push front, spot
  185. // light, push back. This helps batches.
  186. Vector<LightBinEntry> &curBin = mLightBin;
  187. if ( light->getType() == LightInfo::Point )
  188. curBin.push_front( lEntry );
  189. else
  190. curBin.push_back( lEntry );
  191. }
  192. void AdvancedLightBinManager::clearAllLights()
  193. {
  194. Con::setIntVariable("lightMetrics::activeLights", mLightBin.size());
  195. Con::setIntVariable("lightMetrics::culledLights", mNumLightsCulled);
  196. mLightBin.clear();
  197. mNumLightsCulled = 0;
  198. }
  199. void AdvancedLightBinManager::render( SceneRenderState *state )
  200. {
  201. PROFILE_SCOPE( AdvancedLightManager_Render );
  202. // Take a look at the SceneRenderState and see if we should skip drawing the pre-pass
  203. if( state->disableAdvancedLightingBins() )
  204. return;
  205. // Automagically save & restore our viewport and transforms.
  206. GFXTransformSaver saver;
  207. if( !mLightManager )
  208. return;
  209. // Get the sunlight. If there's no sun, and no lights in the bins, no draw
  210. LightInfo *sunLight = mLightManager->getSpecialLight( LightManager::slSunLightType, false );
  211. GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render, ColorI::RED );
  212. // Tell the superclass we're about to render
  213. //if ( !_onPreRender( state ) )
  214. // return;
  215. NamedTexTargetRef sceneColorTargetRef = NamedTexTarget::find("AL_FormatToken");
  216. if (sceneColorTargetRef.isNull())
  217. return;
  218. GFXTextureTargetRef lightingTargetRef = GFX->allocRenderToTextureTarget();
  219. if (lightingTargetRef.isNull())
  220. return;
  221. //Do a quick pass to update our probes if they're dirty
  222. //PROBEMGR->updateDirtyProbes();
  223. lightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture());
  224. GFX->pushActiveRenderTarget();
  225. GFX->setActiveRenderTarget(lightingTargetRef);
  226. GFX->setViewport(sceneColorTargetRef->getViewport());
  227. // Restore transforms
  228. MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
  229. matrixSet.restoreSceneViewProjection();
  230. // Set up the SG Data
  231. SceneData sgData;
  232. sgData.init( state );
  233. // There are cases where shadow rendering is disabled.
  234. const bool disableShadows = /*state->isReflectPass() || */ShadowMapPass::smDisableShadows;
  235. // Pick the right material for rendering the sunlight... we only
  236. // cast shadows when its enabled and we're not in a reflection.
  237. LightMaterialInfo *vectorMatInfo;
  238. if ( sunLight &&
  239. sunLight->getCastShadows() &&
  240. !disableShadows &&
  241. sunLight->getExtended<ShadowMapParams>() )
  242. vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_PSSM, false );
  243. else
  244. vectorMatInfo = _getLightMaterial( LightInfo::Vector, ShadowType_None, false );
  245. // Initialize and set the per-frame parameters after getting
  246. // the vector light material as we use lazy creation.
  247. _setupPerFrameParameters( state );
  248. // Draw sunlight/ambient
  249. if ( sunLight && vectorMatInfo )
  250. {
  251. GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render_Sunlight, ColorI::RED );
  252. // Set up SG data
  253. setupSGData( sgData, state, sunLight );
  254. vectorMatInfo->setLightParameters( sunLight, state );
  255. // Set light holds the active shadow map.
  256. mShadowManager->setLightShadowMapForLight( sunLight );
  257. // Set geometry
  258. GFX->setVertexBuffer( mFarFrustumQuadVerts );
  259. GFX->setPrimitiveBuffer( NULL );
  260. vectorMatInfo->matInstance->mSpecialLight = true;
  261. // Render the material passes
  262. while( vectorMatInfo->matInstance->setupPass( state, sgData ) )
  263. {
  264. vectorMatInfo->matInstance->setSceneInfo( state, sgData );
  265. vectorMatInfo->matInstance->setTransforms( matrixSet, state );
  266. GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
  267. }
  268. }
  269. // Blend the lights in the bin to the light buffer
  270. for( LightBinIterator itr = mLightBin.begin(); itr != mLightBin.end(); itr++ )
  271. {
  272. LightBinEntry& curEntry = *itr;
  273. LightInfo *curLightInfo = curEntry.lightInfo;
  274. LightMaterialInfo *curLightMat = curEntry.lightMaterial;
  275. const U32 numPrims = curEntry.numPrims;
  276. const U32 numVerts = curEntry.vertBuffer->mNumVerts;
  277. ShadowMapParams *lsp = curLightInfo->getExtended<ShadowMapParams>();
  278. // Skip lights which won't affect the scene.
  279. if ( !curLightMat || curLightInfo->getBrightness() <= 0.001f )
  280. continue;
  281. GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render_Light, ColorI::RED );
  282. setupSGData( sgData, state, curLightInfo );
  283. curLightMat->setLightParameters( curLightInfo, state );
  284. mShadowManager->setLightShadowMap( curEntry.shadowMap );
  285. mShadowManager->setLightDynamicShadowMap( curEntry.dynamicShadowMap );
  286. // Set geometry
  287. GFX->setVertexBuffer( curEntry.vertBuffer );
  288. GFX->setPrimitiveBuffer( curEntry.primBuffer );
  289. lsp->getOcclusionQuery()->begin();
  290. curLightMat->matInstance->mSpecialLight = false;
  291. // Render the material passes
  292. while( curLightMat->matInstance->setupPass( state, sgData ) )
  293. {
  294. // Set transforms
  295. matrixSet.setWorld(*sgData.objTrans);
  296. curLightMat->matInstance->setTransforms(matrixSet, state);
  297. curLightMat->matInstance->setSceneInfo(state, sgData);
  298. if(curEntry.primBuffer)
  299. GFX->drawIndexedPrimitive(GFXTriangleList, 0, 0, numVerts, 0, numPrims);
  300. else
  301. GFX->drawPrimitive(GFXTriangleList, 0, numPrims);
  302. }
  303. lsp->getOcclusionQuery()->end();
  304. }
  305. // Set NULL for active shadow map (so nothing gets confused)
  306. mShadowManager->setLightShadowMap(NULL);
  307. mShadowManager->setLightDynamicShadowMap(NULL);
  308. GFX->setVertexBuffer( NULL );
  309. GFX->setPrimitiveBuffer( NULL );
  310. // Fire off a signal to let others know that light-bin rendering is ending now
  311. getRenderSignal().trigger(state, this);
  312. // Finish up the rendering
  313. //_onPostRender();
  314. GFX->popActiveRenderTarget();
  315. }
  316. AdvancedLightBinManager::LightMaterialInfo* AdvancedLightBinManager::_getLightMaterial( LightInfo::Type lightType,
  317. ShadowType shadowType,
  318. bool useCookieTex )
  319. {
  320. PROFILE_SCOPE( AdvancedLightBinManager_GetLightMaterial );
  321. // Build the key.
  322. const LightMatKey key( lightType, shadowType, useCookieTex );
  323. // See if we've already built this one.
  324. LightMatTable::Iterator iter = mLightMaterials.find( key );
  325. if ( iter != mLightMaterials.end() )
  326. return iter->value;
  327. // If we got here we need to build a material for
  328. // this light+shadow combination.
  329. LightMaterialInfo *info = NULL;
  330. // First get the light material name and make sure
  331. // this light has a material in the first place.
  332. const String &lightMatName = smLightMatNames[ lightType ];
  333. if ( lightMatName.isNotEmpty() )
  334. {
  335. Vector<GFXShaderMacro> shadowMacros;
  336. // Setup the shadow type macros for this material.
  337. if ( shadowType == ShadowType_None )
  338. shadowMacros.push_back( GFXShaderMacro( "NO_SHADOW" ) );
  339. else
  340. {
  341. shadowMacros.push_back( GFXShaderMacro( smShadowTypeMacro[ shadowType ] ) );
  342. // Do we need to do shadow filtering?
  343. if ( smShadowFilterMode != ShadowFilterMode_None )
  344. {
  345. shadowMacros.push_back( GFXShaderMacro( "SOFTSHADOW" ) );
  346. const F32 SM = GFX->getPixelShaderVersion();
  347. if ( SM >= 3.0f && smShadowFilterMode == ShadowFilterMode_SoftShadowHighQuality )
  348. shadowMacros.push_back( GFXShaderMacro( "SOFTSHADOW_HIGH_QUALITY" ) );
  349. }
  350. }
  351. if ( useCookieTex )
  352. shadowMacros.push_back( GFXShaderMacro( "USE_COOKIE_TEX" ) );
  353. // Its safe to add the PSSM debug macro to all the materials.
  354. if ( smPSSMDebugRender )
  355. shadowMacros.push_back( GFXShaderMacro( "PSSM_DEBUG_RENDER" ) );
  356. // If its a vector light see if we can enable SSAO.
  357. if ( lightType == LightInfo::Vector && smUseSSAOMask )
  358. shadowMacros.push_back( GFXShaderMacro( "USE_SSAO_MASK" ) );
  359. // Now create the material info object.
  360. info = new LightMaterialInfo( lightMatName, smLightMatVertex[ lightType ], shadowMacros );
  361. }
  362. // Push this into the map and return it.
  363. mLightMaterials.insertUnique( key, info );
  364. return info;
  365. }
  366. void AdvancedLightBinManager::_deleteLightMaterials()
  367. {
  368. LightMatTable::Iterator iter = mLightMaterials.begin();
  369. for ( ; iter != mLightMaterials.end(); iter++ )
  370. delete iter->value;
  371. mLightMaterials.clear();
  372. }
  373. void AdvancedLightBinManager::_setupPerFrameParameters( const SceneRenderState *state )
  374. {
  375. PROFILE_SCOPE( AdvancedLightBinManager_SetupPerFrameParameters );
  376. const Frustum &frustum = state->getCameraFrustum();
  377. MatrixF invCam( frustum.getTransform() );
  378. invCam.inverse();
  379. const Point3F *wsFrustumPoints = frustum.getPoints();
  380. const Point3F& cameraPos = frustum.getPosition();
  381. // Perform a camera offset. We need to manually perform this offset on the sun (or vector) light's
  382. // polygon, which is at the far plane.
  383. Point3F cameraOffsetPos = cameraPos;
  384. // Now build the quad for drawing full-screen vector light
  385. // passes.... this is a volatile VB and updates every frame.
  386. FarFrustumQuadVert verts[4];
  387. {
  388. verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
  389. invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
  390. verts[0].texCoord.set(-1.0, 1.0);
  391. verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
  392. verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
  393. invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
  394. verts[1].texCoord.set(1.0, 1.0);
  395. verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
  396. verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
  397. invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
  398. verts[2].texCoord.set(-1.0, -1.0);
  399. verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
  400. verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
  401. invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
  402. verts[3].texCoord.set(1.0, -1.0);
  403. verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
  404. }
  405. mFarFrustumQuadVerts.set( GFX, 4 );
  406. dMemcpy( mFarFrustumQuadVerts.lock(), verts, sizeof( verts ) );
  407. mFarFrustumQuadVerts.unlock();
  408. PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
  409. PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
  410. // Parameters calculated, assign them to the materials
  411. LightMatTable::Iterator iter = mLightMaterials.begin();
  412. for ( ; iter != mLightMaterials.end(); iter++ )
  413. {
  414. if ( iter->value )
  415. iter->value->setViewParameters( frustum.getNearDist(),
  416. frustum.getFarDist(),
  417. frustum.getPosition(),
  418. farPlane,
  419. vsFarPlane);
  420. }
  421. }
  422. void AdvancedLightBinManager::setupSGData( SceneData &data, const SceneRenderState* state, LightInfo *light )
  423. {
  424. PROFILE_SCOPE( AdvancedLightBinManager_setupSGData );
  425. data.lights[0] = light;
  426. data.ambientLightColor = state->getAmbientLightColor();
  427. data.objTrans = &MatrixF::Identity;
  428. if ( light )
  429. {
  430. if ( light->getType() == LightInfo::Point )
  431. {
  432. // The point light volume gets some flat spots along
  433. // the perimiter mostly visible in the constant and
  434. // quadradic falloff modes.
  435. //
  436. // To account for them slightly increase the scale
  437. // instead of greatly increasing the polycount.
  438. mLightMat = light->getTransform();
  439. mLightMat.scale( light->getRange() * 1.01f );
  440. data.objTrans = &mLightMat;
  441. }
  442. else if ( light->getType() == LightInfo::Spot )
  443. {
  444. mLightMat = light->getTransform();
  445. // Rotate it to face down the -y axis.
  446. MatrixF scaleRotateTranslate( EulerF( M_PI_F / -2.0f, 0.0f, 0.0f ) );
  447. // Calculate the radius based on the range and angle.
  448. F32 range = light->getRange().x;
  449. F32 radius = range * mSin( mDegToRad( light->getOuterConeAngle() ) * 0.5f );
  450. // NOTE: This fudge makes the cone a little bigger
  451. // to remove the facet egde of the cone geometry.
  452. radius *= 1.1f;
  453. // Use the scale to distort the cone to
  454. // match our radius and range.
  455. scaleRotateTranslate.scale( Point3F( radius, radius, range ) );
  456. // Apply the transform and set the position.
  457. mLightMat *= scaleRotateTranslate;
  458. mLightMat.setPosition( light->getPosition() );
  459. data.objTrans = &mLightMat;
  460. }
  461. }
  462. }
  463. void AdvancedLightBinManager::MRTLightmapsDuringDeferred( bool val )
  464. {
  465. // Do not enable if the GFX device can't do MRT's
  466. if ( GFX->getNumRenderTargets() < 2 )
  467. val = false;
  468. if ( mMRTLightmapsDuringDeferred != val )
  469. {
  470. mMRTLightmapsDuringDeferred = val;
  471. // Reload materials to cause a feature recalculation on deferred materials
  472. if(mLightManager->isActive())
  473. MATMGR->flushAndReInitInstances();
  474. RenderDeferredMgr *deferred;
  475. if ( Sim::findObject( "AL_DeferredBin", deferred ) && deferred->getTargetTexture( 0 ) )
  476. deferred->updateTargets();
  477. }
  478. }
  479. AdvancedLightBinManager::LightMaterialInfo::LightMaterialInfo( const String &matName,
  480. const GFXVertexFormat *vertexFormat,
  481. const Vector<GFXShaderMacro> &macros )
  482. : matInstance(NULL),
  483. zNearFarInvNearFar(NULL),
  484. farPlane(NULL),
  485. vsFarPlane(NULL),
  486. negFarPlaneDotEye(NULL),
  487. lightPosition(NULL),
  488. lightDirection(NULL),
  489. lightColor(NULL),
  490. lightRange(NULL),
  491. lightInvSqrRange(NULL),
  492. lightAmbient(NULL),
  493. lightSpotParams(NULL)
  494. {
  495. Material *mat = MATMGR->getMaterialDefinitionByName( matName );
  496. if ( !mat )
  497. return;
  498. matInstance = new LightMatInstance( *mat );
  499. for ( U32 i=0; i < macros.size(); i++ )
  500. matInstance->addShaderMacro( macros[i].name, macros[i].value );
  501. matInstance->init( MATMGR->getDefaultFeatures(), vertexFormat );
  502. lightDirection = matInstance->getMaterialParameterHandle("$lightDirection");
  503. lightAmbient = matInstance->getMaterialParameterHandle("$lightAmbient");
  504. lightSpotParams = matInstance->getMaterialParameterHandle("$lightSpotParams");
  505. lightRange = matInstance->getMaterialParameterHandle("$lightRange");
  506. lightInvSqrRange = matInstance->getMaterialParameterHandle("$lightInvSqrRange");
  507. lightPosition = matInstance->getMaterialParameterHandle("$lightPosition");
  508. farPlane = matInstance->getMaterialParameterHandle("$farPlane");
  509. vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
  510. negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
  511. zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
  512. lightColor = matInstance->getMaterialParameterHandle("$lightColor");
  513. lightBrightness = matInstance->getMaterialParameterHandle("$lightBrightness");
  514. }
  515. AdvancedLightBinManager::LightMaterialInfo::~LightMaterialInfo()
  516. {
  517. SAFE_DELETE(matInstance);
  518. }
  519. void AdvancedLightBinManager::LightMaterialInfo::setViewParameters( const F32 _zNear,
  520. const F32 _zFar,
  521. const Point3F &_eyePos,
  522. const PlaneF &_farPlane,
  523. const PlaneF &_vsFarPlane)
  524. {
  525. MaterialParameters *matParams = matInstance->getMaterialParameters();
  526. matParams->setSafe( farPlane, *((const Point4F *)&_farPlane) );
  527. matParams->setSafe( vsFarPlane, *((const Point4F *)&_vsFarPlane) );
  528. if ( negFarPlaneDotEye->isValid() )
  529. {
  530. // -dot( farPlane, eyePos )
  531. const F32 negFarPlaneDotEyeVal = -( mDot( *((const Point3F *)&_farPlane), _eyePos ) + _farPlane.d );
  532. matParams->set( negFarPlaneDotEye, negFarPlaneDotEyeVal );
  533. }
  534. matParams->setSafe( zNearFarInvNearFar, Point4F( _zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar ) );
  535. }
  536. void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const LightInfo *lightInfo, const SceneRenderState* renderState )
  537. {
  538. MaterialParameters *matParams = matInstance->getMaterialParameters();
  539. matParams->setSafe( lightColor, lightInfo->getColor() );
  540. matParams->setSafe( lightBrightness, lightInfo->getBrightness() );
  541. switch( lightInfo->getType() )
  542. {
  543. case LightInfo::Vector:
  544. {
  545. matParams->setSafe( lightDirection, lightInfo->getDirection());
  546. matParams->setSafe( lightAmbient, renderState->getAmbientLightColor());
  547. }
  548. break;
  549. case LightInfo::Spot:
  550. {
  551. const F32 outerCone = lightInfo->getOuterConeAngle();
  552. const F32 innerCone = getMin(lightInfo->getInnerConeAngle(), outerCone);
  553. const F32 outerCos = mCos(mDegToRad(outerCone / 2.0f));
  554. const F32 innerCos = mCos(mDegToRad(innerCone / 2.0f));
  555. Point2F spotParams(outerCos,innerCos - outerCos);
  556. matParams->setSafe( lightSpotParams, spotParams );
  557. matParams->setSafe( lightDirection, lightInfo->getDirection());
  558. matParams->setSafe( lightPosition, lightInfo->getPosition());
  559. const F32 radius = lightInfo->getRange().x;
  560. const F32 invSqrRadius = 1.0f / mSquared(radius);
  561. matParams->setSafe(lightRange, radius);
  562. matParams->setSafe(lightInvSqrRange, invSqrRadius);
  563. }
  564. break;
  565. case LightInfo::Point:
  566. {
  567. matParams->setSafe(lightPosition, lightInfo->getPosition());
  568. const F32 radius = lightInfo->getRange().x;
  569. const F32 invSqrRadius = 1.0f / (radius * radius);
  570. matParams->setSafe( lightRange, radius);
  571. matParams->setSafe( lightInvSqrRange, invSqrRadius);
  572. }
  573. break;
  574. default:
  575. AssertFatal( false, "Bad light type!" );
  576. break;
  577. }
  578. }
  579. bool LightMatInstance::setupPass( SceneRenderState *state, const SceneData &sgData )
  580. {
  581. // Go no further if the material failed to initialize properly.
  582. if ( !mProcessedMaterial ||
  583. mProcessedMaterial->getNumPasses() == 0 )
  584. return false;
  585. U32 reflectStatus = Base;
  586. if (state->isReflectPass())
  587. reflectStatus = Reflecting;
  588. // Fetch the lightmap params
  589. const LightMapParams *lmParams = sgData.lights[0]->getExtended<LightMapParams>();
  590. // If no Lightmap params, let parent handle it
  591. if(lmParams == NULL)
  592. return Parent::setupPass(state, sgData);
  593. // Defaults
  594. bool bRetVal = true;
  595. // What render pass is this...
  596. if(mCurPass == -1)
  597. {
  598. // First pass, reset this flag
  599. mInternalPass = false;
  600. // Pass call to parent
  601. bRetVal = Parent::setupPass(state, sgData);
  602. }
  603. else
  604. {
  605. // If this light is represented in a lightmap, it has already done it's
  606. // job for non-lightmapped geometry. Now render the lightmapped geometry
  607. // pass (specular + shadow-darkening)
  608. if(!mInternalPass && lmParams->representedInLightmap)
  609. mInternalPass = true;
  610. else
  611. return Parent::setupPass(state, sgData);
  612. }
  613. // Set up the shader constants we need to...
  614. if(mLightMapParamsSC->isValid())
  615. {
  616. // If this is an internal pass, special case the parameters
  617. if(mInternalPass)
  618. {
  619. AssertFatal( lmParams->shadowDarkenColor.alpha == -1.0f, "Assumption failed, check unpack code!" );
  620. getMaterialParameters()->set( mLightMapParamsSC, lmParams->shadowDarkenColor );
  621. }
  622. else
  623. getMaterialParameters()->set( mLightMapParamsSC, LinearColorF::WHITE );
  624. }
  625. // Now override stateblock with our own
  626. if(!mInternalPass)
  627. {
  628. // If this is not an internal pass, and this light is represented in lightmaps
  629. // than only effect non-lightmapped geometry for this pass
  630. if (lmParams->representedInLightmap)
  631. {
  632. GFX->setStateBlock(mLitState[StaticLightNonLMGeometry][reflectStatus]);
  633. }
  634. else // This is a normal, dynamic light.
  635. {
  636. if (mSpecialLight)
  637. GFX->setStateBlock(mLitState[SunLight][reflectStatus]);
  638. else
  639. GFX->setStateBlock(mLitState[DynamicLight][reflectStatus]);
  640. }
  641. }
  642. else // Internal pass, this is the add-specular/multiply-darken-color pass
  643. GFX->setStateBlock(mLitState[StaticLightLMGeometry][reflectStatus]);
  644. return bRetVal;
  645. }
  646. bool LightMatInstance::init( const FeatureSet &features, const GFXVertexFormat *vertexFormat )
  647. {
  648. bool success = Parent::init(features, vertexFormat);
  649. // If the initialization failed don't continue.
  650. if ( !success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0 )
  651. return false;
  652. mLightMapParamsSC = getMaterialParameterHandle("$lightMapParams");
  653. // Grab the state block for the first render pass (since this mat instance
  654. // inserts a pass after the first pass)
  655. AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
  656. const RenderPassData *rpd = mProcessedMaterial->getPass(0);
  657. AssertFatal(rpd, "No render pass data!");
  658. AssertFatal(rpd->mRenderStates[0], "No render state 0!");
  659. // Get state block desc for normal (not wireframe, not translucent, not glow, etc)
  660. // render state
  661. GFXStateBlockDesc litState = rpd->mRenderStates[0]->getDesc();
  662. // Create state blocks for each of the 3 possible combos in setupPass
  663. //DynamicLight State: This will effect lightmapped and non-lightmapped geometry
  664. // in the same way.
  665. litState.separateAlphaBlendDefined = true;
  666. litState.separateAlphaBlendEnable = false;
  667. litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask | RenderDeferredMgr::OpaqueStaticLitMask;
  668. litState.setCullMode(GFXCullCW);
  669. mLitState[DynamicLight][Base] = GFX->createStateBlock(litState);
  670. litState.setCullMode(GFXCullCCW);
  671. mLitState[DynamicLight][Reflecting] = GFX->createStateBlock(litState);
  672. litState.separateAlphaBlendDefined = true;
  673. litState.separateAlphaBlendEnable = false;
  674. litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask | RenderDeferredMgr::OpaqueStaticLitMask;
  675. litState.setCullMode(GFXCullCCW);
  676. mLitState[SunLight][Base] = GFX->createStateBlock(litState);
  677. litState.setCullMode(GFXCullCCW);
  678. mLitState[SunLight][Reflecting] = GFX->createStateBlock(litState);
  679. // StaticLightNonLMGeometry State: This will treat non-lightmapped geometry
  680. // in the usual way, but will not effect lightmapped geometry.
  681. litState.separateAlphaBlendDefined = true;
  682. litState.separateAlphaBlendEnable = false;
  683. litState.stencilMask = RenderDeferredMgr::OpaqueDynamicLitMask;
  684. litState.setCullMode(GFXCullCW);
  685. mLitState[StaticLightNonLMGeometry][Base] = GFX->createStateBlock(litState);
  686. litState.setCullMode(GFXCullCCW);
  687. mLitState[StaticLightNonLMGeometry][Reflecting] = GFX->createStateBlock(litState);
  688. // StaticLightLMGeometry State: This will add specular information (alpha) but
  689. // multiply-darken color information.
  690. litState.blendDest = GFXBlendSrcColor;
  691. litState.blendSrc = GFXBlendZero;
  692. litState.stencilMask = RenderDeferredMgr::OpaqueStaticLitMask;
  693. litState.separateAlphaBlendDefined = true;
  694. litState.separateAlphaBlendEnable = true;
  695. litState.separateAlphaBlendSrc = GFXBlendOne;
  696. litState.separateAlphaBlendDest = GFXBlendOne;
  697. litState.separateAlphaBlendOp = GFXBlendOpAdd;
  698. litState.setCullMode(GFXCullCW);
  699. mLitState[StaticLightLMGeometry][Base] = GFX->createStateBlock(litState);
  700. litState.setCullMode(GFXCullCCW);
  701. mLitState[StaticLightLMGeometry][Reflecting] = GFX->createStateBlock(litState);
  702. return true;
  703. }