Files
FlaxEngine/Source/Engine/Renderer/Editor/LightmapUVsDensity.cpp
2021-01-02 14:28:49 +01:00

229 lines
8.3 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#if USE_EDITOR
#include "LightmapUVsDensity.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Graphics/GPUPipelineState.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Foliage/Foliage.h"
#include "Engine/ShadowsOfMordor/Builder.Config.h"
#include "Engine/Level/Level.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Level/Actors/StaticModel.h"
PACK_STRUCT(struct LightmapUVsDensityMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Rectangle LightmapArea;
Vector3 WorldInvScale;
float LightmapTexelsPerWorldUnit;
Vector3 Dummy0;
float LightmapSize;
});
LightmapUVsDensityMaterialShader::LightmapUVsDensityMaterialShader()
{
_ps = GPUDevice::Instance->CreatePipelineState();
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Editor/LightmapUVsDensity"));
if (!_shader)
return;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<LightmapUVsDensityMaterialShader, &LightmapUVsDensityMaterialShader::OnShaderReloading>(this);
#endif
_gridTexture = Content::LoadAsyncInternal<Texture>(TEXT("Engine/Textures/Tiles_M"));
}
#if COMPILE_WITH_DEV_ENV
void LightmapUVsDensityMaterialShader::OnShaderReloading(Asset* obj)
{
_ps->ReleaseGPU();
}
#endif
const MaterialInfo& LightmapUVsDensityMaterialShader::GetInfo() const
{
return _info;
}
bool LightmapUVsDensityMaterialShader::IsReady() const
{
return _shader && _shader->IsLoaded();
}
DrawPass LightmapUVsDensityMaterialShader::GetDrawModes() const
{
return DrawPass::GBuffer;
}
namespace
{
Actor* FindActorByDrawCall(Actor* actor, const DrawCall& drawCall, float& scaleInLightmap)
{
const auto asStaticModel = ScriptingObject::Cast<StaticModel>(actor);
if (asStaticModel && asStaticModel->GetPerInstanceRandom() == drawCall.PerInstanceRandom && asStaticModel->GetPosition() == drawCall.ObjectPosition)
{
scaleInLightmap = asStaticModel->GetScaleInLightmap();
return asStaticModel;
}
const auto asFoliage = ScriptingObject::Cast<Foliage>(actor);
if (asFoliage)
{
for (auto i = asFoliage->Instances.Begin(); i.IsNotEnd(); ++i)
{
auto& instance = *i;
if (instance.Random == drawCall.PerInstanceRandom && instance.Transform.Translation == drawCall.ObjectPosition)
{
scaleInLightmap = asFoliage->FoliageTypes[instance.Type].ScaleInLightmap;
return asFoliage;
}
}
}
for (Actor* child : actor->Children)
{
const auto other = FindActorByDrawCall(child, drawCall, scaleInLightmap);
if (other)
return other;
}
return nullptr;
}
}
void LightmapUVsDensityMaterialShader::Bind(BindParameters& params)
{
// Prepare
auto context = params.GPUContext;
auto& drawCall = *params.FirstDrawCall;
// Setup
auto shader = _shader->GetShader();
auto cb = shader->GetCB(0);
if (!_ps->IsValid())
{
auto psDesc = GPUPipelineState::Description::Default;
psDesc.VS = shader->GetVS("VS");
psDesc.PS = shader->GetPS("PS");
_ps->Init(psDesc);
}
// Find the static model that produced this draw call
const Actor* drawCallActor = nullptr;
float scaleInLightmap = 1.0f;
if (params.RenderContext.Task)
{
if (params.RenderContext.Task->ActorsSource & ActorsSources::CustomActors)
{
for (auto actor : params.RenderContext.Task->CustomActors)
{
drawCallActor = FindActorByDrawCall(actor, drawCall, scaleInLightmap);
if (drawCallActor)
break;
}
}
if (!drawCallActor && params.RenderContext.Task->ActorsSource & ActorsSources::Scenes)
{
for (auto& scene : Level::Scenes)
{
drawCallActor = FindActorByDrawCall(scene, drawCall, scaleInLightmap);
if (drawCallActor)
break;
}
}
}
// Find the model that produced this draw call
const Model* drawCallModel = nullptr;
const ModelLOD* drawCallModelLod = nullptr;
const Mesh* drawCallMesh = nullptr;
for (auto& e : Content::GetAssetsRaw())
{
auto model = ScriptingObject::Cast<Model>(e.Value);
if (!model)
continue;
for (const auto& lod : model->LODs)
{
for (const auto& mesh : lod.Meshes)
{
if (mesh.GetIndexBuffer() == drawCall.Geometry.IndexBuffer)
{
drawCallModel = model;
drawCallModelLod = &lod;
drawCallMesh = &mesh;
break;
}
}
}
if (drawCallModel)
break;
}
// Bind constants
if (cb && cb->GetSize())
{
ASSERT(cb->GetSize() == sizeof(LightmapUVsDensityMaterialShaderData));
LightmapUVsDensityMaterialShaderData data;
Matrix::Transpose(params.RenderContext.View.Frustum.GetMatrix(), data.ViewProjectionMatrix);
Matrix::Transpose(drawCall.World, data.WorldMatrix);
const float scaleX = Vector3(drawCall.World.M11, drawCall.World.M12, drawCall.World.M13).Length();
const float scaleY = Vector3(drawCall.World.M21, drawCall.World.M22, drawCall.World.M23).Length();
const float scaleZ = Vector3(drawCall.World.M31, drawCall.World.M32, drawCall.World.M33).Length();
data.WorldInvScale = Vector3(
scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
data.LightmapTexelsPerWorldUnit = ShadowsOfMordor::LightmapTexelsPerWorldUnit;
data.LightmapSize = 1024.0f;
data.LightmapArea = drawCall.LightmapUVsArea;
if (drawCallModel)
{
// Calculate current lightmap slot size for the object (matches the ShadowsOfMordor calculations when baking the lighting)
float globalObjectsScale = 1.0f;
int32 atlasSize = 1024;
int32 chartsPadding = 3;
if (drawCallActor)
{
const Scene* drawCallScene = drawCallActor->GetScene();
if (drawCallScene)
{
globalObjectsScale = drawCallScene->Info.LightmapSettings.GlobalObjectsScale;
atlasSize = (int32)drawCallScene->Info.LightmapSettings.AtlasSize;
chartsPadding = drawCallScene->Info.LightmapSettings.ChartsPadding;
}
}
BoundingBox box = drawCallModelLod->GetBox(drawCall.World);
Vector3 size = box.GetSize();
float dimensionsCoeff = size.AverageArithmetic();
if (size.X <= 1.0f)
dimensionsCoeff = Vector2(size.Y, size.Z).AverageArithmetic();
else if (size.Y <= 1.0f)
dimensionsCoeff = Vector2(size.X, size.Z).AverageArithmetic();
else if (size.Z <= 1.0f)
dimensionsCoeff = Vector2(size.Y, size.X).AverageArithmetic();
float scale = globalObjectsScale * scaleInLightmap * ShadowsOfMordor::LightmapTexelsPerWorldUnit * dimensionsCoeff;
if (scale <= ZeroTolerance)
scale = 0.0f;
const int32 maximumChartSize = atlasSize - chartsPadding * 2;
int32 width = Math::Clamp(Math::CeilToInt(scale), ShadowsOfMordor::LightmapMinChartSize, maximumChartSize);
int32 height = Math::Clamp(Math::CeilToInt(scale), ShadowsOfMordor::LightmapMinChartSize, maximumChartSize);
float invSize = 1.0f / atlasSize;
data.LightmapArea = Rectangle(0, 0, width * invSize, height * invSize);
data.LightmapSize = (float)atlasSize;
}
context->UpdateCB(cb, &data);
context->BindCB(0, cb);
}
// Bind grid texture
context->BindSR(0, _gridTexture ? _gridTexture->GetTexture() : GPUDevice::Instance->GetDefaultWhiteTexture());
// Bind pipeline
context->SetState(_ps);
}
#endif