reflectionManager.cpp 12 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 "scene/reflectionManager.h"
  24. #include "platform/profiler.h"
  25. #include "platform/platformTimer.h"
  26. #include "console/consoleTypes.h"
  27. #include "core/tAlgorithm.h"
  28. #include "math/mMathFn.h"
  29. #include "math/mathUtils.h"
  30. #include "T3D/gameBase/gameConnection.h"
  31. #include "ts/tsShapeInstance.h"
  32. #include "gui/3d/guiTSControl.h"
  33. #include "scene/sceneManager.h"
  34. #include "gfx/gfxDebugEvent.h"
  35. #include "gfx/gfxStringEnumTranslate.h"
  36. #include "gfx/screenshot.h"
  37. #include "core/module.h"
  38. #include "scene/reflectionMatHook.h"
  39. #include "console/engineAPI.h"
  40. MODULE_BEGIN( ReflectionManager )
  41. MODULE_INIT
  42. {
  43. ManagedSingleton< ReflectionManager >::createSingleton();
  44. ReflectionManager::initConsole();
  45. }
  46. MODULE_SHUTDOWN
  47. {
  48. ManagedSingleton< ReflectionManager >::deleteSingleton();
  49. }
  50. MODULE_END;
  51. GFX_ImplementTextureProfile( ReflectRenderTargetProfile,
  52. GFXTextureProfile::DiffuseMap,
  53. GFXTextureProfile::PreserveSize | GFXTextureProfile::RenderTarget | GFXTextureProfile::SRGB | GFXTextureProfile::Pooled,
  54. GFXTextureProfile::NONE );
  55. GFX_ImplementTextureProfile( RefractTextureProfile,
  56. GFXTextureProfile::DiffuseMap,
  57. GFXTextureProfile::PreserveSize |
  58. GFXTextureProfile::RenderTarget |
  59. GFXTextureProfile::SRGB |
  60. GFXTextureProfile::Pooled,
  61. GFXTextureProfile::NONE );
  62. static S32 QSORT_CALLBACK compareReflectors( const void *a, const void *b )
  63. {
  64. const ReflectorBase *A = *((ReflectorBase**)a);
  65. const ReflectorBase *B = *((ReflectorBase**)b);
  66. F32 dif = B->score - A->score;
  67. return (S32)mFloor( dif );
  68. }
  69. U32 ReflectionManager::smFrameReflectionMS = 10;
  70. F32 ReflectionManager::smRefractTexScale = 0.5f;
  71. ReflectionManager::ReflectionManager()
  72. : mReflectFormat( GFXFormatR8G8B8A8_SRGB ),
  73. mUpdateRefract( true ),
  74. mLastUpdateMs( 0 )
  75. {
  76. mTimer = PlatformTimer::create();
  77. GFXDevice::getDeviceEventSignal().notify( this, &ReflectionManager::_handleDeviceEvent );
  78. }
  79. void ReflectionManager::initConsole()
  80. {
  81. Con::addVariable( "$pref::Reflect::refractTexScale", TypeF32, &ReflectionManager::smRefractTexScale, "RefractTex has dimensions equal to the active render target scaled in both x and y by this float.\n"
  82. "@ingroup Rendering");
  83. Con::addVariable( "$pref::Reflect::frameLimitMS", TypeS32, &ReflectionManager::smFrameReflectionMS, "ReflectionManager tries not to spend more than this amount of time updating reflections per frame.\n"
  84. "@ingroup Rendering");
  85. }
  86. ReflectionManager::~ReflectionManager()
  87. {
  88. SAFE_DELETE( mTimer );
  89. AssertFatal( mReflectors.size() == 0, "ReflectionManager, some reflectors were left nregistered!" );
  90. GFXDevice::getDeviceEventSignal().remove( this, &ReflectionManager::_handleDeviceEvent );
  91. }
  92. void ReflectionManager::registerReflector( ReflectorBase *reflector )
  93. {
  94. mReflectors.push_back_unique( reflector );
  95. }
  96. void ReflectionManager::unregisterReflector( ReflectorBase *reflector )
  97. {
  98. mReflectors.remove( reflector );
  99. }
  100. void ReflectionManager::update( F32 timeSlice,
  101. const Point2I &resolution,
  102. const CameraQuery &query )
  103. {
  104. GFXDEBUGEVENT_SCOPE( UpdateReflections, ColorI::WHITE );
  105. if ( mReflectors.empty() )
  106. return;
  107. PROFILE_SCOPE( ReflectionManager_Update );
  108. // Calculate our target time from the slice.
  109. U32 targetMs = timeSlice * smFrameReflectionMS;
  110. // Setup a culler for testing the
  111. // visibility of reflectors.
  112. Frustum culler;
  113. // jamesu - normally we just need a frustum which covers the current ports, however for SBS mode
  114. // we need something which covers both viewports.
  115. S32 stereoTarget = GFX->getCurrentStereoTarget();
  116. if (stereoTarget != -1)
  117. {
  118. // In this case we're rendering in stereo using a specific eye
  119. MathUtils::makeFovPortFrustum(&culler, false, query.nearPlane, query.farPlane, query.fovPort[stereoTarget], query.headMatrix);
  120. }
  121. else if (GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
  122. {
  123. // Calculate an ideal culling size here, we'll just assume double fov based on the first fovport based on
  124. // the head position.
  125. FovPort port = query.fovPort[0];
  126. F32 upSize = query.nearPlane * port.upTan;
  127. F32 downSize = query.nearPlane * port.downTan;
  128. F32 top = upSize;
  129. F32 bottom = -downSize;
  130. F32 fovInRadians = mAtan2((top - bottom) / 2.0f, query.nearPlane) * 3.0f;
  131. culler.set(false,
  132. fovInRadians,
  133. (F32)(query.stereoViewports[0].extent.x + query.stereoViewports[1].extent.x) / (F32)query.stereoViewports[0].extent.y,
  134. query.nearPlane,
  135. query.farPlane,
  136. query.headMatrix);
  137. }
  138. else
  139. {
  140. // Normal culling
  141. culler.set(false,
  142. query.fov,
  143. (F32)resolution.x / (F32)resolution.y,
  144. query.nearPlane,
  145. query.farPlane,
  146. query.cameraMatrix);
  147. }
  148. // Manipulate the frustum for tiled screenshots
  149. const bool screenShotMode = gScreenShot && gScreenShot->isPending();
  150. if ( screenShotMode )
  151. gScreenShot->tileFrustum( culler );
  152. // We use the frame time and not real time
  153. // here as this may be called multiple times
  154. // within a frame.
  155. U32 startOfUpdateMs = Platform::getVirtualMilliseconds();
  156. // Save this for interested parties.
  157. mLastUpdateMs = startOfUpdateMs;
  158. ReflectParams refparams;
  159. refparams.query = &query;
  160. refparams.viewportExtent = resolution;
  161. refparams.culler = culler;
  162. refparams.startOfUpdateMs = startOfUpdateMs;
  163. refparams.eyeId = stereoTarget;
  164. // Update the reflection score.
  165. ReflectorList::iterator reflectorIter = mReflectors.begin();
  166. for ( ; reflectorIter != mReflectors.end(); reflectorIter++ )
  167. (*reflectorIter)->calcScore( refparams );
  168. // Sort them by the score.
  169. dQsort( mReflectors.address(), mReflectors.size(), sizeof(ReflectorBase*), compareReflectors );
  170. // Update as many reflections as we can
  171. // within the target time limit.
  172. mTimer->getElapsedMs();
  173. mTimer->reset();
  174. U32 numUpdated = 0;
  175. reflectorIter = mReflectors.begin();
  176. for ( ; reflectorIter != mReflectors.end(); reflectorIter++ )
  177. {
  178. // We're sorted by score... so once we reach
  179. // a zero score we have nothing more to update.
  180. if ( (*reflectorIter)->score <= 0.0f && !screenShotMode )
  181. break;
  182. (*reflectorIter)->updateReflection( refparams );
  183. if (stereoTarget != 0) // only update MS if we're not rendering the left eye in separate mode
  184. {
  185. (*reflectorIter)->lastUpdateMs = startOfUpdateMs;
  186. }
  187. numUpdated++;
  188. // If we run out of update time then stop.
  189. if ( mTimer->getElapsedMs() > targetMs && !screenShotMode && (*reflectorIter)->score < 1000.0f )
  190. break;
  191. }
  192. // Set metric/debug related script variables...
  193. U32 numVisible = 0;
  194. U32 numOccluded = 0;
  195. reflectorIter = mReflectors.begin();
  196. for ( ; reflectorIter != mReflectors.end(); reflectorIter++ )
  197. {
  198. ReflectorBase *pReflector = (*reflectorIter);
  199. if ( pReflector->isOccluded() )
  200. numOccluded++;
  201. else
  202. numVisible++;
  203. }
  204. #ifdef TORQUE_GATHER_METRICS
  205. U32 numEnabled = mReflectors.size();
  206. U32 totalElapsed = mTimer->getElapsedMs();
  207. const GFXTextureProfileStats &stats = ReflectRenderTargetProfile.getStats();
  208. F32 mb = ( stats.activeBytes / 1024.0f ) / 1024.0f;
  209. char temp[256];
  210. dSprintf( temp, 256, "%s %d %0.2f\n",
  211. ReflectRenderTargetProfile.getName().c_str(),
  212. stats.activeCount,
  213. mb );
  214. Con::setVariable( "$Reflect::textureStats", temp );
  215. Con::setIntVariable( "$Reflect::renderTargetsAllocated", stats.allocatedTextures );
  216. Con::setIntVariable( "$Reflect::poolSize", stats.activeCount );
  217. Con::setIntVariable( "$Reflect::numObjects", numEnabled );
  218. Con::setIntVariable( "$Reflect::numVisible", numVisible );
  219. Con::setIntVariable( "$Reflect::numOccluded", numOccluded );
  220. Con::setIntVariable( "$Reflect::numUpdated", numUpdated );
  221. Con::setIntVariable( "$Reflect::elapsed", totalElapsed );
  222. #endif
  223. }
  224. GFXTexHandle ReflectionManager::allocRenderTarget( const Point2I &size )
  225. {
  226. return GFXTexHandle( size.x, size.y, mReflectFormat,
  227. &ReflectRenderTargetProfile,
  228. avar("%s() - mReflectTex (line %d)", __FUNCTION__, __LINE__) );
  229. }
  230. GFXTextureObject* ReflectionManager::getRefractTex( bool forceUpdate )
  231. {
  232. GFXTarget *target = GFX->getActiveRenderTarget();
  233. GFXFormat targetFormat = target->getFormat();
  234. const Point2I &targetSize = target->getSize();
  235. // D3D11 needs to be the same size as the active target
  236. U32 desWidth = targetSize.x;
  237. U32 desHeight = targetSize.y;
  238. if ( mRefractTex.isNull() ||
  239. mRefractTex->getWidth() != desWidth ||
  240. mRefractTex->getHeight() != desHeight ||
  241. mRefractTex->getFormat() != targetFormat )
  242. {
  243. mRefractTex.set( desWidth, desHeight, targetFormat, &RefractTextureProfile, "mRefractTex" );
  244. mUpdateRefract = true;
  245. }
  246. if ( forceUpdate || mUpdateRefract )
  247. {
  248. target->resolveTo( mRefractTex );
  249. mUpdateRefract = false;
  250. }
  251. return mRefractTex;
  252. }
  253. BaseMatInstance* ReflectionManager::getReflectionMaterial( BaseMatInstance *inMat ) const
  254. {
  255. // See if we have an existing material hook.
  256. ReflectionMaterialHook *hook = static_cast<ReflectionMaterialHook*>( inMat->getHook( ReflectionMaterialHook::Type ) );
  257. if ( !hook )
  258. {
  259. // Create a hook and initialize it using the incoming material.
  260. hook = new ReflectionMaterialHook;
  261. hook->init( inMat );
  262. inMat->addHook( hook );
  263. }
  264. return hook->getReflectMat();
  265. }
  266. bool ReflectionManager::_handleDeviceEvent( GFXDevice::GFXDeviceEventType evt )
  267. {
  268. switch( evt )
  269. {
  270. case GFXDevice::deStartOfFrame:
  271. case GFXDevice::deStartOfField:
  272. mUpdateRefract = true;
  273. break;
  274. case GFXDevice::deDestroy:
  275. mRefractTex = NULL;
  276. break;
  277. default:
  278. break;
  279. }
  280. return true;
  281. }
  282. DefineEngineFunction( setReflectFormat, void, ( GFXFormat format ),,
  283. "Set the reflection texture format.\n"
  284. "@ingroup GFX\n" )
  285. {
  286. REFLECTMGR->setReflectFormat( format );
  287. }