ReflectionProbeComponent.cpp 4.7 KB

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  1. // Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Scene/Components/ReflectionProbeComponent.h>
  6. #include <AnKi/Scene/Components/MoveComponent.h>
  7. #include <AnKi/Scene/SceneGraph.h>
  8. #include <AnKi/Scene/SceneNode.h>
  9. #include <AnKi/Core/ConfigSet.h>
  10. namespace anki {
  11. ReflectionProbeComponent::ReflectionProbeComponent(SceneNode* node)
  12. : SceneComponent(node, getStaticClassId())
  13. , m_spatial(this)
  14. {
  15. m_worldPos = node->getWorldTransform().getOrigin().xyz();
  16. for(U32 i = 0; i < 6; ++i)
  17. {
  18. m_frustums[i].init(FrustumType::kPerspective, &node->getMemoryPool());
  19. m_frustums[i].setPerspective(kClusterObjectFrustumNearPlane, 100.0f, kPi / 2.0f, kPi / 2.0f);
  20. m_frustums[i].setWorldTransform(
  21. Transform(m_worldPos.xyz0(), Frustum::getOmnidirectionalFrustumRotations()[i], 1.0f));
  22. m_frustums[i].setShadowCascadeCount(1);
  23. m_frustums[i].update();
  24. }
  25. m_gpuSceneOffset = U32(node->getSceneGraph().getAllGpuSceneContiguousArrays().allocate(
  26. GpuSceneContiguousArrayType::kReflectionProbes));
  27. }
  28. ReflectionProbeComponent::~ReflectionProbeComponent()
  29. {
  30. }
  31. Error ReflectionProbeComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  32. {
  33. const Bool moved = info.m_node->movedThisFrame();
  34. const Bool shapeUpdated = m_dirty;
  35. m_dirty = false;
  36. updated = moved || shapeUpdated;
  37. if(shapeUpdated && !m_reflectionTex) [[unlikely]]
  38. {
  39. TextureInitInfo texInit("ReflectionProbe");
  40. texInit.m_format =
  41. (getExternalSubsystems(*info.m_node).m_grManager->getDeviceCapabilities().m_unalignedBbpTextureFormats)
  42. ? Format::kR16G16B16_Sfloat
  43. : Format::kR16G16B16A16_Sfloat;
  44. texInit.m_width = getExternalSubsystems(*info.m_node).m_config->getSceneReflectionProbeResolution();
  45. texInit.m_height = texInit.m_width;
  46. texInit.m_mipmapCount = U8(computeMaxMipmapCount2d(texInit.m_width, texInit.m_height, 8));
  47. texInit.m_type = TextureType::kCube;
  48. texInit.m_usage = TextureUsageBit::kAllSampled | TextureUsageBit::kImageComputeWrite
  49. | TextureUsageBit::kImageComputeRead | TextureUsageBit::kAllFramebuffer
  50. | TextureUsageBit::kGenerateMipmaps;
  51. m_reflectionTex = getExternalSubsystems(*info.m_node).m_grManager->newTexture(texInit);
  52. TextureViewInitInfo viewInit(m_reflectionTex, "ReflectionPRobe");
  53. m_reflectionView = getExternalSubsystems(*info.m_node).m_grManager->newTextureView(viewInit);
  54. m_reflectionTexBindlessIndex = m_reflectionView->getOrCreateBindlessTextureIndex();
  55. }
  56. if(updated) [[unlikely]]
  57. {
  58. m_reflectionNeedsRefresh = true;
  59. m_worldPos = info.m_node->getWorldTransform().getOrigin().xyz();
  60. F32 effectiveDistance = max(m_halfSize.x(), m_halfSize.y());
  61. effectiveDistance = max(effectiveDistance, m_halfSize.z());
  62. effectiveDistance =
  63. max(effectiveDistance, getExternalSubsystems(*info.m_node).m_config->getSceneProbeEffectiveDistance());
  64. const F32 shadowCascadeDistance = min(
  65. effectiveDistance, getExternalSubsystems(*info.m_node).m_config->getSceneProbeShadowEffectiveDistance());
  66. for(U32 i = 0; i < 6; ++i)
  67. {
  68. m_frustums[i].setWorldTransform(
  69. Transform(m_worldPos.xyz0(), Frustum::getOmnidirectionalFrustumRotations()[i], 1.0f));
  70. m_frustums[i].setFar(effectiveDistance);
  71. m_frustums[i].setShadowCascadeDistance(0, shadowCascadeDistance);
  72. // Add something really far to force LOD 0 to be used. The importing tools create LODs with holes some times
  73. // and that causes the sky to bleed to GI rendering
  74. m_frustums[i].setLodDistances({effectiveDistance - 3.0f * kEpsilonf, effectiveDistance - 2.0f * kEpsilonf,
  75. effectiveDistance - 1.0f * kEpsilonf});
  76. }
  77. const Aabb aabbWorld(-m_halfSize + m_worldPos, m_halfSize + m_worldPos);
  78. m_spatial.setBoundingShape(aabbWorld);
  79. // Upload to the GPU scene
  80. GpuSceneReflectionProbe gpuProbe;
  81. gpuProbe.m_position = m_worldPos;
  82. gpuProbe.m_cubeTexture = m_reflectionTexBindlessIndex;
  83. gpuProbe.m_aabbMin = aabbWorld.getMin().xyz();
  84. gpuProbe.m_aabbMax = aabbWorld.getMax().xyz();
  85. getExternalSubsystems(*info.m_node)
  86. .m_gpuSceneMicroPatcher->newCopy(*info.m_framePool, m_gpuSceneOffset, sizeof(gpuProbe), &gpuProbe);
  87. }
  88. // Update spatial and frustums
  89. const Bool spatialUpdated = m_spatial.update(info.m_node->getSceneGraph().getOctree());
  90. updated = updated || spatialUpdated;
  91. for(U32 i = 0; i < 6; ++i)
  92. {
  93. const Bool frustumUpdated = m_frustums[i].update();
  94. updated = updated || frustumUpdated;
  95. }
  96. return Error::kNone;
  97. }
  98. void ReflectionProbeComponent::onDestroy(SceneNode& node)
  99. {
  100. m_spatial.removeFromOctree(node.getSceneGraph().getOctree());
  101. node.getSceneGraph().getAllGpuSceneContiguousArrays().deferredFree(GpuSceneContiguousArrayType::kReflectionProbes,
  102. m_gpuSceneOffset);
  103. }
  104. } // end namespace anki