// Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #include #include #include #include #include namespace anki { ReflectionProbeComponent::ReflectionProbeComponent(SceneNode* node) : SceneComponent(node, getStaticClassId()) , m_spatial(this) { m_worldPos = node->getWorldTransform().getOrigin().xyz(); for(U32 i = 0; i < 6; ++i) { m_frustums[i].init(FrustumType::kPerspective, &node->getMemoryPool()); m_frustums[i].setPerspective(kClusterObjectFrustumNearPlane, 100.0f, kPi / 2.0f, kPi / 2.0f); m_frustums[i].setWorldTransform( Transform(m_worldPos.xyz0(), Frustum::getOmnidirectionalFrustumRotations()[i], 1.0f)); m_frustums[i].setShadowCascadeCount(1); m_frustums[i].update(); } m_gpuSceneOffset = U32(node->getSceneGraph().getAllGpuSceneContiguousArrays().allocate( GpuSceneContiguousArrayType::kReflectionProbes)); } ReflectionProbeComponent::~ReflectionProbeComponent() { } Error ReflectionProbeComponent::update(SceneComponentUpdateInfo& info, Bool& updated) { const Bool moved = info.m_node->movedThisFrame(); const Bool shapeUpdated = m_dirty; m_dirty = false; updated = moved || shapeUpdated; if(shapeUpdated && !m_reflectionTex) [[unlikely]] { TextureInitInfo texInit("ReflectionProbe"); texInit.m_format = (getExternalSubsystems(*info.m_node).m_grManager->getDeviceCapabilities().m_unalignedBbpTextureFormats) ? Format::kR16G16B16_Sfloat : Format::kR16G16B16A16_Sfloat; texInit.m_width = getExternalSubsystems(*info.m_node).m_config->getSceneReflectionProbeResolution(); texInit.m_height = texInit.m_width; texInit.m_mipmapCount = U8(computeMaxMipmapCount2d(texInit.m_width, texInit.m_height, 8)); texInit.m_type = TextureType::kCube; texInit.m_usage = TextureUsageBit::kAllSampled | TextureUsageBit::kImageComputeWrite | TextureUsageBit::kImageComputeRead | TextureUsageBit::kAllFramebuffer | TextureUsageBit::kGenerateMipmaps; m_reflectionTex = getExternalSubsystems(*info.m_node).m_grManager->newTexture(texInit); TextureViewInitInfo viewInit(m_reflectionTex, "ReflectionPRobe"); m_reflectionView = getExternalSubsystems(*info.m_node).m_grManager->newTextureView(viewInit); m_reflectionTexBindlessIndex = m_reflectionView->getOrCreateBindlessTextureIndex(); } if(updated) [[unlikely]] { m_reflectionNeedsRefresh = true; m_worldPos = info.m_node->getWorldTransform().getOrigin().xyz(); F32 effectiveDistance = max(m_halfSize.x(), m_halfSize.y()); effectiveDistance = max(effectiveDistance, m_halfSize.z()); effectiveDistance = max(effectiveDistance, getExternalSubsystems(*info.m_node).m_config->getSceneProbeEffectiveDistance()); const F32 shadowCascadeDistance = min( effectiveDistance, getExternalSubsystems(*info.m_node).m_config->getSceneProbeShadowEffectiveDistance()); for(U32 i = 0; i < 6; ++i) { m_frustums[i].setWorldTransform( Transform(m_worldPos.xyz0(), Frustum::getOmnidirectionalFrustumRotations()[i], 1.0f)); m_frustums[i].setFar(effectiveDistance); m_frustums[i].setShadowCascadeDistance(0, shadowCascadeDistance); // Add something really far to force LOD 0 to be used. The importing tools create LODs with holes some times // and that causes the sky to bleed to GI rendering m_frustums[i].setLodDistances({effectiveDistance - 3.0f * kEpsilonf, effectiveDistance - 2.0f * kEpsilonf, effectiveDistance - 1.0f * kEpsilonf}); } const Aabb aabbWorld(-m_halfSize + m_worldPos, m_halfSize + m_worldPos); m_spatial.setBoundingShape(aabbWorld); // Upload to the GPU scene GpuSceneReflectionProbe gpuProbe; gpuProbe.m_position = m_worldPos; gpuProbe.m_cubeTexture = m_reflectionTexBindlessIndex; gpuProbe.m_aabbMin = aabbWorld.getMin().xyz(); gpuProbe.m_aabbMax = aabbWorld.getMax().xyz(); getExternalSubsystems(*info.m_node) .m_gpuSceneMicroPatcher->newCopy(*info.m_framePool, m_gpuSceneOffset, sizeof(gpuProbe), &gpuProbe); } // Update spatial and frustums const Bool spatialUpdated = m_spatial.update(info.m_node->getSceneGraph().getOctree()); updated = updated || spatialUpdated; for(U32 i = 0; i < 6; ++i) { const Bool frustumUpdated = m_frustums[i].update(); updated = updated || frustumUpdated; } return Error::kNone; } void ReflectionProbeComponent::onDestroy(SceneNode& node) { m_spatial.removeFromOctree(node.getSceneGraph().getOctree()); node.getSceneGraph().getAllGpuSceneContiguousArrays().deferredFree(GpuSceneContiguousArrayType::kReflectionProbes, m_gpuSceneOffset); } } // end namespace anki