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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"
- #include "shaderGen/shaderGenVars.h"
- #include "materials/shaderData.h"
- #include "gfx/gfxTextureManager.h"
- #include "postFx/postEffect.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" );
- RenderProbeMgr *RenderProbeMgr::smProbeManager = NULL;
- bool RenderProbeMgr::smRenderReflectionProbes = true;
- S32 QSORT_CALLBACK AscendingReflectProbeInfluence(const void* a, const void* b)
- {
- // Debug Profiling.
- PROFILE_SCOPE(AdvancedLightBinManager_AscendingReflectProbeInfluence);
- // Fetch asset definitions.
- const ProbeRenderInst* pReflectProbeA = (*(ProbeRenderInst**)a);
- const ProbeRenderInst* pReflectProbeB = (*(ProbeRenderInst**)b);
- //sort by score
- return pReflectProbeA->mScore - pReflectProbeB->mScore;
- }
- //
- //
- 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.isValid())
- {
- mCubemap.free();
- }
- if (mIrradianceCubemap && mIrradianceCubemap.isValid())
- {
- mIrradianceCubemap.free();
- }
- if (mBRDFTexture && mBRDFTexture->isValid())
- {
- 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;
- mIsSkylight = probeInfo->mIsSkylight;
- mScore = probeInfo->mScore;
- 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),
- mProbeCountSC(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);
- mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
- mInit = true;
- }
- void ProbeShaderConstants::_onShaderReload()
- {
- if (mShader.isValid())
- init(mShader);
- }
- //
- //
- bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
- {
- mShaderMat = nullptr;
- bool success = Parent::init(features, vertexFormat);
- // If the initialization failed don't continue.
- if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
- return false;
- mShaderMat = static_cast<ProcessedShaderMaterial*>(getShaderMaterial());
- mShaderMat->init(features, vertexFormat, mFeaturesDelegate);
- //mShaderMat->setMaterialParameters(mDefaultParameters, 0);
- return true;
- }
- bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
- {
- if (!Parent::setupPass(state, sgData))
- return false;
- 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, GFXBlendSrcAlpha, GFXBlendInvDestAlpha, GFXBlendOpAdd);
- mProjectionState = GFX->createStateBlock(desc);
- }
- // Now override stateblock with our own
- GFX->setStateBlock(mProjectionState);
- return true;
- }
- //
- //
- RenderProbeMgr::RenderProbeMgr()
- : RenderBinManager(RenderPassManager::RIT_Probes, 1.0f, 1.0f),
- mReflectProbeMaterial(nullptr),
- mLastShader(nullptr),
- mLastConstants(nullptr)
- {
- String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
- mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
- mEffectiveProbeCount = 0;
- mProbeArrayEffect = nullptr;
- numProbesSC = nullptr;
- }
- 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);
- }*/
- }
- void RenderProbeMgr::registerProbe(U32 probeIdx)
- {
- //Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
- if (probeIdx >= ProbeRenderInst::all.size())
- return;
- mRegisteredProbes.push_back_unique(probeIdx);
- //rebuild our probe data
- //_setupStaticParameters();
- }
- void RenderProbeMgr::unregisterProbe(U32 probeIdx)
- {
- //Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
- if (probeIdx >= ProbeRenderInst::all.size())
- return;
- mRegisteredProbes.remove(probeIdx);
- //rebuild our probe data
- //_setupStaticParameters();
- }
- //
- //
- PostEffect* RenderProbeMgr::getProbeArrayEffect()
- {
- if (!mProbeArrayEffect)
- {
- mProbeArrayEffect = dynamic_cast<PostEffect*>(Sim::findObject("reflectionProbeArrayPostFX"));
- if (!mProbeArrayEffect)
- return nullptr;
- }
- return mProbeArrayEffect;
- }
- //remove
- //Con::setIntVariable("lightMetrics::activeReflectionProbes", mReflectProbeBin.size());
- //Con::setIntVariable("lightMetrics::culledReflectProbes", 0/*mNumLightsCulled*/);
- //
- void RenderProbeMgr::_setupStaticParameters()
- {
- //Array rendering
- U32 probeCount = ProbeRenderInst::all.size();
- mEffectiveProbeCount = 0;
- probePositions.setSize(MAXPROBECOUNT);
- probeWorldToObj.setSize(MAXPROBECOUNT);
- probeBBMin.setSize(MAXPROBECOUNT);
- probeBBMax.setSize(MAXPROBECOUNT);
- probeUseSphereMode.setSize(MAXPROBECOUNT);
- probeRadius.setSize(MAXPROBECOUNT);
- probeAttenuation.setSize(MAXPROBECOUNT);
- cubeMaps.setSize(MAXPROBECOUNT);
- irradMaps.setSize(MAXPROBECOUNT);
- for (U32 i = 0; i < probeCount; i++)
- {
- if (mEffectiveProbeCount >= MAXPROBECOUNT)
- break;
- ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
- if (!curEntry->mIsEnabled)
- continue;
- if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
- continue;
- if (!curEntry->mCubemap->isInitialised())
- continue;
- if (curEntry->mIsSkylight)
- continue;
- //Setup
- const Point3F &probePos = curEntry->getPosition();
- probePositions[i] = probePos + curEntry->mProbePosOffset;
- MatrixF trans = curEntry->getTransform();
- trans.inverse();
- probeWorldToObj[i] = trans;
- probeBBMin[i] = curEntry->mBounds.minExtents;
- probeBBMax[i] = curEntry->mBounds.maxExtents;
- probeUseSphereMode[i] = Point4F(curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0, 0,0,0);
- probeRadius[i] = Point4F(curEntry->mRadius,0,0,0);
- probeAttenuation[i] = Point4F(1, 0, 0, 0);
- cubeMaps[i] = curEntry->mCubemap;
- irradMaps[i] = curEntry->mIrradianceCubemap;
- mEffectiveProbeCount++;
- }
- if (mEffectiveProbeCount != 0)
- {
- mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
- mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
- mCubemapArray->initStatic(cubeMaps.address(), mEffectiveProbeCount);
- mIrradArray->initStatic(irradMaps.address(), mEffectiveProbeCount);
- }
- }
- 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);
- ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
- if (reflProbeMat != nullptr && reflProbeMat->matInstance != nullptr)
- {
- reflProbeMat->setViewParameters(frustum.getNearDist(),
- frustum.getFarDist(),
- frustum.getPosition(),
- farPlane,
- vsFarPlane);
- }
- }
- RenderProbeMgr::ReflectProbeMaterialInfo* RenderProbeMgr::getReflectProbeMaterial()
- {
- PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
- //ReflectProbeMaterialInfo *info = NULL;
- if (!mReflectProbeMaterial)
- // Now create the material info object.
- mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
- getGFXVertexFormat<GFXVertexPC>());
- return mReflectProbeMaterial;
- }
- ProbeShaderConstants* RenderProbeMgr::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())
- {
- mLastForwardConstants = iter->value;
- }
- else
- {
- ProbeShaderConstants* psc = new ProbeShaderConstants();
- mConstantLookup[shader] = psc;
- mLastForwardConstants = psc;
- }
- // Set our new shader
- mLastShader = shader;
- }
- mLastForwardConstants = new ProbeShaderConstants();
- // Make sure that our current lighting constants are initialized
- if (!mLastForwardConstants->mInit)
- mLastForwardConstants->init(shader);
- return mLastForwardConstants;
- }
- void RenderProbeMgr::_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 RenderProbeMgr::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);
- }
- //-----------------------------------------------------------------------------
- // render objects
- //-----------------------------------------------------------------------------
- void RenderProbeMgr::render( SceneRenderState *state )
- {
- //PROFILE_SCOPE(RenderProbeMgr_render);
- if (getProbeArrayEffect() == nullptr)
- return;
- // Early out if nothing to draw.
- if (!ProbeRenderInst::all.size())
- return;
- if (!RenderProbeMgr::smRenderReflectionProbes)
- return;
- if (mEffectiveProbeCount == 0)
- _setupStaticParameters(); //return;
- GFXTransformSaver saver;
- GFXDEBUGEVENT_SCOPE(RenderProbeMgr_render, ColorI::WHITE);
- // Initialize and set the per-frame parameters after getting
- // the vector light material as we use lazy creation.
- //_setupPerFrameParameters(state);
- //Specular
- //PROFILE_START(RenderProbeManager_ReflectProbeRender);
- // If this is a non-diffuse pass or we have no objects to
- // render then tell the effect to skip rendering.
- if (!state->isDiffusePass()/* || binSize == 0*/)
- {
- getProbeArrayEffect()->setSkip(true);
- return;
- }
- //Array rendering
- U32 probeCount = ProbeRenderInst::all.size();
- if (probeCount == 0)
- return;
- if (mEffectiveProbeCount != 0)
- {
- //These will in theory be set by the postFX
- /*NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
- if (deferredTarget)
- GFX->setTexture(0, deferredTarget->getTexture());
- else
- GFX->setTexture(0, NULL);
- NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
- if (colorTarget)
- GFX->setTexture(1, colorTarget->getTexture());
- else
- GFX->setTexture(1, NULL);
- NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
- if (matinfoTarget)
- GFX->setTexture(2, matinfoTarget->getTexture());
- else
- GFX->setTexture(2, NULL);*/
- /*if (mBrdfTexture)
- {
- GFX->setTexture(3, mBrdfTexture);
- }
- else
- GFX->setTexture(3, NULL);*/
- //GFX->setCubeArrayTexture(4, mCubemapArray);
- //GFX->setCubeArrayTexture(5, mIrradArray);
- mProbeArrayEffect->setCubemapArrayTexture(4, mCubemapArray);
- mProbeArrayEffect->setCubemapArrayTexture(5, mIrradArray);
- U32 mips = ProbeRenderInst::all[0]->mCubemap.getPointer()->getMipMapLevels();
- mProbeArrayEffect->setShaderConst("$cubeMips", (float)mips);
-
- mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount);
- mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositions);
- mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObj);
- mProbeArrayEffect->setShaderConst("$bbMinArray", probeBBMin);
- mProbeArrayEffect->setShaderConst("$bbMaxArray", probeBBMax);
- mProbeArrayEffect->setShaderConst("$useSphereMode", probeUseSphereMode);
- mProbeArrayEffect->setShaderConst("$radius", probeRadius);
- mProbeArrayEffect->setShaderConst("$attenuation", probeAttenuation);
- }
- // Finish up.
- //if (isRenderingToTarget)
- // _onPostRender();
- // Make sure the effect is gonna render.
- getProbeArrayEffect()->setSkip(false);
- //PROFILE_END();
- }
- //
- //
- RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
- const GFXVertexFormat *vertexFormat)
- : matInstance(NULL),
- zNearFarInvNearFar(NULL),
- farPlane(NULL),
- vsFarPlane(NULL),
- negFarPlaneDotEye(NULL),
- probeWSPos(NULL),
- attenuation(NULL),
- radius(NULL),
- cubeMips(NULL)
- {
- Material *mat = MATMGR->getMaterialDefinitionByName(matName);
- if (!mat)
- return;
- matInstance = new ReflectProbeMatInstance(*mat);
- const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
- for (U32 i = 0; i < macros.size(); i++)
- matInstance->addShaderMacro(macros[i].name, macros[i].value);
- matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
- attenuation = matInstance->getMaterialParameterHandle("$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("$zNearFarInvNearFar");
- useCubemap = matInstance->getMaterialParameterHandle("$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");
- probeCount = matInstance->getMaterialParameterHandle("$numProbes");
- for (U32 i = 0; i < 9; i++)
- shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
- for (U32 i = 0; i < 5; i++)
- shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
- }
- RenderProbeMgr::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
- {
- SAFE_DELETE(matInstance);
- }
- void RenderProbeMgr::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
- const F32 _zFar,
- const Point3F &_eyePos,
- const PlaneF &_farPlane,
- const PlaneF &_vsFarPlane)
- {
- 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));
- 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 RenderProbeMgr::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 probeRadius = probeInfo->mRadius;
- Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
- (1.0f / (probeRadius * probeRadius)) * attenRatio.z);
- matParams->setSafe(attenuation, attenParams);
- NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
- NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
- NamedTexTarget* colorTexTarget = NamedTexTarget::find("color");
- if (!deferredTexTarget || !matInfoTexTarget || !colorTexTarget)
- {
- Con::errorf("ProbeManager::ReflectProbeMaterialInfo::setProbeParameters: Could not retrieve gbuffer");
- return;
- }
- //set textures
- GFX->setTexture(0, deferredTexTarget->getTexture());
- GFX->setTexture(1, colorTexTarget->getTexture());
- GFX->setTexture(2, matInfoTexTarget->getTexture());
- //Add some safety catches in the event the cubemaps aren't fully initialized yet
- if (probeInfo->mCubemap == nullptr || probeInfo->mCubemap.isNull())
- {
- GFX->setCubeTexture(3, nullptr);
- matParams->setSafe(cubeMips, 2.0f);
- }
- else
- {
- GFX->setCubeTexture(3, probeInfo->mCubemap.getPointer());
- matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap.getPointer()->getMipMapLevels(), 2.0f));
- }
- if (probeInfo->mIrradianceCubemap == nullptr || probeInfo->mIrradianceCubemap.isNull())
- GFX->setCubeTexture(4, nullptr);
- else
- GFX->setCubeTexture(4, probeInfo->mIrradianceCubemap.getPointer());
- GFX->setTexture(5, probeInfo->mBRDFTexture->getPointer());
- //set material params
- 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);
- }
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