Torque3D/Engine/source/environment/sun.cpp

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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 "platform/platform.h"
#include "environment/sun.h"
#include "gfx/bitmap/gBitmap.h"
#include "math/mathIO.h"
#include "core/stream/bitStream.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
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#include "scene/sceneManager.h"
#include "math/mathUtils.h"
#include "lighting/lightInfo.h"
#include "lighting/lightManager.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "sim/netConnection.h"
#include "environment/timeOfDay.h"
#include "gfx/gfxTransformSaver.h"
#include "materials/materialManager.h"
#include "materials/baseMatInstance.h"
#include "materials/sceneData.h"
#include "math/util/matrixSet.h"
IMPLEMENT_CO_NETOBJECT_V1(Sun);
ConsoleDocClass( Sun,
"@brief A global light affecting your entire scene and optionally renders a corona effect.\n\n"
"Sun is both the directional and ambient light for your entire scene.\n\n"
"@ingroup Atmosphere"
);
//-----------------------------------------------------------------------------
Sun::Sun()
{
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask = EnvironmentObjectType | LightObjectType | StaticObjectType;
mLightColor.set(0.7f, 0.7f, 0.7f);
mLightAmbient.set(0.3f, 0.3f, 0.3f);
mBrightness = 1.0f;
mSunAzimuth = 0.0f;
mSunElevation = 35.0f;
mCastShadows = true;
mStaticRefreshFreq = 250;
mDynamicRefreshFreq = 8;
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mAnimateSun = false;
mTotalTime = 0.0f;
mCurrTime = 0.0f;
mStartAzimuth = 0.0f;
mEndAzimuth = 0.0f;
mStartElevation = 0.0f;
mEndElevation = 0.0f;
mLight = LightManager::createLightInfo();
mLight->setType( LightInfo::Vector );
mFlareData = NULL;
mFlareState.clear();
mFlareScale = 1.0f;
mCoronaEnabled = true;
mCoronaScale = 0.5f;
mCoronaTint.set( 1.0f, 1.0f, 1.0f, 1.0f );
mCoronaUseLightColor = true;
mCoronaMatInst = NULL;
INIT_MATERIALASSET(CoronaMaterial);
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mMatrixSet = reinterpret_cast<MatrixSet *>(dMalloc_aligned(sizeof(MatrixSet), 16));
constructInPlace(mMatrixSet);
mCoronaWorldRadius = 0.0f;
mLightWorldPos = Point3F::Zero;
}
Sun::~Sun()
{
SAFE_DELETE( mLight );
SAFE_DELETE( mCoronaMatInst );
dFree_aligned(mMatrixSet);
}
bool Sun::onAdd()
{
if ( !Parent::onAdd() )
return false;
// Register as listener to TimeOfDay update events
TimeOfDay::getTimeOfDayUpdateSignal().notify( this, &Sun::_updateTimeOfDay );
// Make this thing have a global bounds so that its
// always returned from spatial light queries.
setGlobalBounds();
resetWorldBox();
setRenderTransform( mObjToWorld );
addToScene();
_initCorona();
// Update the light parameters.
_conformLights();
setProcessTick( true );
return true;
}
void Sun::onRemove()
{
TimeOfDay::getTimeOfDayUpdateSignal().remove( this, &Sun::_updateTimeOfDay );
removeFromScene();
Parent::onRemove();
}
void Sun::initPersistFields()
{
addGroup( "Orbit" );
addField( "azimuth", TypeF32, Offset( mSunAzimuth, Sun ),
"The horizontal angle of the sun measured clockwise from the positive Y world axis." );
addField( "elevation", TypeF32, Offset( mSunElevation, Sun ),
"The elevation angle of the sun above or below the horizon." );
endGroup( "Orbit" );
// We only add the basic lighting options that all lighting
// systems would use... the specific lighting system options
// are injected at runtime by the lighting system itself.
addGroup( "Lighting" );
addField( "color", TypeColorF, Offset( mLightColor, Sun ),
"Color shading applied to surfaces in direct contact with light source.");
addField( "ambient", TypeColorF, Offset( mLightAmbient, Sun ), "Color shading applied to surfaces not "
"in direct contact with light source, such as in the shadows or interiors.");
addField( "brightness", TypeF32, Offset( mBrightness, Sun ),
"Adjust the Sun's global contrast/intensity");
addField( "castShadows", TypeBool, Offset( mCastShadows, Sun ),
"Enables/disables shadows cast by objects due to Sun light");
Updated Assimp Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
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//addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, Sun), "static shadow refresh rate (milliseconds)");
//addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)");
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endGroup( "Lighting" );
addGroup( "Corona" );
addField( "coronaEnabled", TypeBool, Offset( mCoronaEnabled, Sun ),
"Enable or disable rendering of the corona sprite." );
INITPERSISTFIELD_MATERIALASSET(CoronaMaterial, Sun, "Material for the corona sprite.");
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addField( "coronaScale", TypeF32, Offset( mCoronaScale, Sun ),
"Controls size the corona sprite renders, specified as a fractional amount of the screen height." );
addField( "coronaTint", TypeColorF, Offset( mCoronaTint, Sun ),
"Modulates the corona sprite color ( if coronaUseLightColor is false )." );
addField( "coronaUseLightColor", TypeBool, Offset( mCoronaUseLightColor, Sun ),
"Modulate the corona sprite color by the color of the light ( overrides coronaTint )." );
endGroup( "Corona" );
addGroup( "Misc" );
addField( "flareType", TYPEID< LightFlareData >(), Offset( mFlareData, Sun ),
"Datablock for the flare produced by the Sun" );
addField( "flareScale", TypeF32, Offset( mFlareScale, Sun ),
"Changes the size and intensity of the flare." );
endGroup( "Misc" );
// Now inject any light manager specific fields.
LightManager::initLightFields();
Parent::initPersistFields();
}
void Sun::inspectPostApply()
{
_conformLights();
setMaskBits(UpdateMask);
}
U32 Sun::packUpdate(NetConnection *conn, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( conn, mask, stream );
if ( stream->writeFlag( mask & UpdateMask ) )
{
stream->write( mSunAzimuth );
stream->write( mSunElevation );
stream->write( mLightColor );
stream->write( mLightAmbient );
stream->write( mBrightness );
stream->writeFlag( mCastShadows );
stream->write(mStaticRefreshFreq);
stream->write(mDynamicRefreshFreq);
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stream->write( mFlareScale );
if ( stream->writeFlag( mFlareData ) )
{
stream->writeRangedU32( mFlareData->getId(),
DataBlockObjectIdFirst,
DataBlockObjectIdLast );
}
stream->writeFlag( mCoronaEnabled );
PACK_MATERIALASSET(conn, CoronaMaterial);
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stream->write( mCoronaScale );
stream->write( mCoronaTint );
stream->writeFlag( mCoronaUseLightColor );
mLight->packExtended( stream );
}
return retMask;
}
void Sun::unpackUpdate( NetConnection *conn, BitStream *stream )
{
Parent::unpackUpdate( conn, stream );
if ( stream->readFlag() ) // UpdateMask
{
stream->read( &mSunAzimuth );
stream->read( &mSunElevation );
stream->read( &mLightColor );
stream->read( &mLightAmbient );
stream->read( &mBrightness );
mCastShadows = stream->readFlag();
stream->read(&mStaticRefreshFreq);
stream->read(&mDynamicRefreshFreq);
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stream->read( &mFlareScale );
if ( stream->readFlag() )
{
SimObjectId id = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
LightFlareData *datablock = NULL;
if ( Sim::findObject( id, datablock ) )
mFlareData = datablock;
else
{
conn->setLastError( "Sun::unpackUpdate() - invalid LightFlareData!" );
mFlareData = NULL;
}
}
else
mFlareData = NULL;
mCoronaEnabled = stream->readFlag();
UNPACK_MATERIALASSET(conn, CoronaMaterial);
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stream->read( &mCoronaScale );
stream->read( &mCoronaTint );
mCoronaUseLightColor = stream->readFlag();
mLight->unpackExtended( stream );
}
if ( isProperlyAdded() )
{
_initCorona();
_conformLights();
}
}
void Sun::submitLights( LightManager *lm, bool staticLighting )
{
// The sun is a special light and needs special registration.
lm->setSpecialLight( LightManager::slSunLightType, mLight );
}
void Sun::advanceTime( F32 timeDelta )
{
if (mAnimateSun)
{
if (mCurrTime >= mTotalTime)
{
mAnimateSun = false;
mCurrTime = 0.0f;
}
else
{
mCurrTime += timeDelta;
F32 fract = mCurrTime / mTotalTime;
F32 inverse = 1.0f - fract;
F32 newAzimuth = mStartAzimuth * inverse + mEndAzimuth * fract;
F32 newElevation = mStartElevation * inverse + mEndElevation * fract;
if (newAzimuth > 360.0f)
newAzimuth -= 360.0f;
if (newElevation > 360.0f)
newElevation -= 360.0f;
setAzimuth(newAzimuth);
setElevation(newElevation);
}
}
}
void Sun::prepRenderImage( SceneRenderState *state )
{
// Only render into diffuse and reflect passes.
if( !state->isDiffusePass() &&
!state->isReflectPass() )
return;
mLightWorldPos = state->getCameraPosition() - state->getFarPlane() * mLight->getDirection() * 0.9f;
F32 dist = ( mLightWorldPos - state->getCameraPosition() ).len();
F32 screenRadius = GFX->getViewport().extent.y * mCoronaScale * 0.5f;
mCoronaWorldRadius = screenRadius * dist / state->getWorldToScreenScale().y;
// Render instance for Corona effect.
if ( mCoronaEnabled && mCoronaMatInst )
{
mMatrixSet->setSceneProjection( GFX->getProjectionMatrix() );
mMatrixSet->setSceneView( GFX->getViewMatrix() );
mMatrixSet->setWorld( GFX->getWorldMatrix() );
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &Sun::_renderCorona );
ri->type = RenderPassManager::RIT_Sky;
// Render after sky objects and before CloudLayer!
ri->defaultKey = 5;
ri->defaultKey2 = 0;
state->getRenderPass()->addInst( ri );
}
// LightFlareData handles rendering flare effects.
if ( mFlareData )
{
mFlareState.fullBrightness = mBrightness;
mFlareState.scale = mFlareScale;
mFlareState.lightInfo = mLight;
mFlareState.worldRadius = mCoronaWorldRadius;
mFlareState.lightMat.identity();
mFlareState.lightMat.setPosition( mLightWorldPos );
mFlareData->prepRender( state, &mFlareState );
}
}
void Sun::setAzimuth( F32 azimuth )
{
mSunAzimuth = azimuth;
_conformLights();
setMaskBits( UpdateMask ); // TODO: Break out the masks to save bandwidth!
}
void Sun::setElevation( F32 elevation )
{
mSunElevation = elevation;
_conformLights();
setMaskBits( UpdateMask ); // TODO: Break out the masks to save some space!
}
void Sun::setColor( const LinearColorF &color )
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{
mLightColor = color;
_conformLights();
setMaskBits( UpdateMask ); // TODO: Break out the masks to save some space!
}
void Sun::animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )
{
mAnimateSun = true;
mCurrTime = 0.0f;
mTotalTime = duration;
mStartAzimuth = startAzimuth;
mEndAzimuth = endAzimuth;
mStartElevation = startElevation;
mEndElevation = endElevation;
}
void Sun::_conformLights()
{
// Build the light direction from the azimuth and elevation.
F32 yaw = mDegToRad(mClampF(mSunAzimuth,0,359));
F32 pitch = mDegToRad(mClampF(mSunElevation,-360,+360));
VectorF lightDirection;
MathUtils::getVectorFromAngles(lightDirection, yaw, pitch);
lightDirection.normalize();
mLight->setDirection( -lightDirection );
mLight->setBrightness( mBrightness );
// Now make sure the colors are within range.
mLightColor.clamp();
mLight->setColor( mLightColor );
mLightAmbient.clamp();
mLight->setAmbient( mLightAmbient );
// Optimization... disable shadows if the ambient and
// directional color are the same.
bool castShadows = mLightColor != mLightAmbient && mCastShadows;
mLight->setCastShadows( castShadows );
mLight->setStaticRefreshFreq(mStaticRefreshFreq);
mLight->setDynamicRefreshFreq(mDynamicRefreshFreq);
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}
void Sun::_initCorona()
{
if ( isServerObject() )
return;
SAFE_DELETE( mCoronaMatInst );
if (mCoronaMaterialAsset.notNull())
{
mCoronaMatInst = MATMGR->createMatInstance(mCoronaMaterialAsset->getMaterialDefinitionName(), MATMGR->getDefaultFeatures(), getGFXVertexFormat<GFXVertexPCT>());
}
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}
void Sun::_renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
// Calculate Billboard Radius (in world units) to be constant, independent of distance.
// Takes into account distance, viewport size, and specified size in editor
F32 BBRadius = mCoronaWorldRadius;
mMatrixSet->restoreSceneViewProjection();
if ( state->isReflectPass() )
mMatrixSet->setProjection( state->getSceneManager()->getNonClipProjection() );
//mMatrixSet->setWorld( MatrixF::Identity );
// Initialize points with basic info
Point3F points[4];
points[0] = Point3F(-BBRadius, 0.0, -BBRadius);
points[1] = Point3F( -BBRadius, 0.0, BBRadius);
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points[2] = Point3F( BBRadius, 0.0, -BBRadius);
points[3] = Point3F(BBRadius, 0.0, BBRadius);
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static const Point2F sCoords[4] =
{
Point2F( 0.0f, 0.0f ),
Point2F( 0.0f, 1.0f ),
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Point2F( 1.0f, 0.0f ),
Point2F(1.0f, 1.0f)
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};
// Get info we need to adjust points
const MatrixF &camView = state->getCameraTransform();
// Finalize points
for(S32 i = 0; i < 4; i++)
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{
// align with camera
camView.mulV(points[i]);
// offset
points[i] += mLightWorldPos;
}
LinearColorF vertColor;
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if ( mCoronaUseLightColor )
vertColor = mLightColor;
else
vertColor = mCoronaTint;
GFXVertexBufferHandle< GFXVertexPCT > vb;
vb.set( GFX, 4, GFXBufferTypeVolatile );
GFXVertexPCT *pVert = vb.lock();
if(!pVert) return;
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for ( S32 i = 0; i < 4; i++ )
{
pVert->color.set( vertColor.toColorI());
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pVert->point.set( points[i] );
pVert->texCoord.set( sCoords[i].x, sCoords[i].y );
pVert++;
}
vb.unlock();
// Setup SceneData struct.
SceneData sgData;
sgData.wireframe = GFXDevice::getWireframe();
sgData.visibility = 1.0f;
// Draw it
while ( mCoronaMatInst->setupPass( state, sgData ) )
{
mCoronaMatInst->setTransforms( *mMatrixSet, state );
mCoronaMatInst->setSceneInfo( state, sgData );
GFX->setVertexBuffer( vb );
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GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
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}
}
void Sun::_updateTimeOfDay( TimeOfDay *timeOfDay, F32 time )
{
setElevation( timeOfDay->getElevationDegrees() );
setAzimuth( timeOfDay->getAzimuthDegrees() );
}
void Sun::_onSelected()
{
#ifdef TORQUE_DEBUG
// Enable debug rendering on the light.
if( isClientObject() )
mLight->enableDebugRendering( true );
#endif
Parent::_onSelected();
}
void Sun::_onUnselected()
{
#ifdef TORQUE_DEBUG
// Disable debug rendering on the light.
if( isClientObject() )
mLight->enableDebugRendering( false );
#endif
Parent::_onUnselected();
}
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DefineEngineMethod(Sun, apply, void, (), , "")
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{
object->inspectPostApply();
}
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DefineEngineMethod(Sun, animate, void, ( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation ), , "animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )")
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{
object->animate(duration, startAzimuth, endAzimuth, startElevation, endElevation);
}