mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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899 lines
25 KiB
C++
899 lines
25 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/lighting/Skylight.h"
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#include "math/mathIO.h"
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#include "scene/sceneRenderState.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "materials/baseMatInstance.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/gfxTransformSaver.h"
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#include "math/mathUtils.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "core/stream/fileStream.h"
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#include "core/fileObject.h"
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#include "core/resourceManager.h"
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#include "console/simPersistId.h"
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#include <string>
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#include "T3D/gameFunctions.h"
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#include "postFx/postEffect.h"
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#include "renderInstance/renderProbeMgr.h"
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#include "lighting/probeManager.h"
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#include "math/util/sphereMesh.h"
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#include "materials/materialManager.h"
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#include "math/util/matrixSet.h"
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#include "gfx/bitmap/cubemapSaver.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/bitmap/imageUtils.h"
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#include "T3D/lighting/IBLUtilities.h"
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extern bool gEditingMission;
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extern ColorI gCanvasClearColor;
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bool Skylight::smRenderSkylights = true;
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bool Skylight::smRenderPreviewProbes = true;
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IMPLEMENT_CO_NETOBJECT_V1(Skylight);
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ConsoleDocClass(Skylight,
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"@brief An example scene object which renders a mesh.\n\n"
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"This class implements a basic SceneObject that can exist in the world at a "
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"3D position and render itself. There are several valid ways to render an "
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"object in Torque. This class implements the preferred rendering method which "
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"is to submit a MeshRenderInst along with a Material, vertex buffer, "
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"primitive buffer, and transform and allow the RenderMeshMgr handle the "
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"actual setup and rendering for you.\n\n"
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"See the C++ code for implementation details.\n\n"
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"@ingroup Examples\n");
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ImplementEnumType(SkylightReflectionModeEnum,
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"Type of mesh data available in a shape.\n"
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"@ingroup gameObjects")
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{ Skylight::StaticCubemap, "Static Cubemap", "Uses a static CubemapData" },
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{ Skylight::BakedCubemap, "Baked Cubemap", "Uses a cubemap baked from the probe's current position" },
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EndImplementEnumType;
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//-----------------------------------------------------------------------------
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// Object setup and teardown
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//-----------------------------------------------------------------------------
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Skylight::Skylight()
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{
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// Flag this object so that it will always
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// be sent across the network to clients
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mNetFlags.set(Ghostable | ScopeAlways);
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mTypeMask = LightObjectType | MarkerObjectType;
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mReflectionModeType = StaticCubemap;
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mEnabled = true;
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mBake = false;
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mDirty = false;
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mCubemap = NULL;
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mReflectionPath = "";
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mProbeUniqueID = "";
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mEditorShapeInst = NULL;
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mEditorShape = NULL;
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mIrridianceMap = NULL;
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mPrefilterMap = NULL;
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mBrdfTexture = NULL;
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mResourcesCreated = false;
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mPrefilterSize = 512;
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mPrefilterMipLevels = 6;
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mProbeInfo = new ProbeInfo();
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}
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Skylight::~Skylight()
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{
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if (mEditorShapeInst)
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SAFE_DELETE(mEditorShapeInst);
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if (mReflectionModeType != StaticCubemap && mCubemap)
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mCubemap->deleteObject();
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}
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//-----------------------------------------------------------------------------
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// Object Editing
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//-----------------------------------------------------------------------------
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void Skylight::initPersistFields()
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{
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addGroup("Rendering");
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addProtectedField("enabled", TypeBool, Offset(mEnabled, Skylight),
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&_setEnabled, &defaultProtectedGetFn, "Regenerate Voxel Grid");
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endGroup("Rendering");
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addGroup("Reflection");
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//addField("ReflectionMode", TypeSkylightReflectionModeEnum, Offset(mReflectionModeType, Skylight),
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// "The type of mesh data to use for collision queries.");
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//addField("reflectionPath", TypeImageFilename, Offset(mReflectionPath, Skylight),
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// "The type of mesh data to use for collision queries.");
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addField("StaticCubemap", TypeCubemapName, Offset(mCubemapName, Skylight), "Cubemap used instead of reflection texture if fullReflect is off.");
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//addProtectedField("Bake", TypeBool, Offset(mBake, Skylight),
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// &_doBake, &defaultProtectedGetFn, "Regenerate Voxel Grid", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
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endGroup("Reflection");
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Con::addVariable("$Light::renderSkylights", TypeBool, &Skylight::smRenderSkylights,
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"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
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"@note Only works for shadow mapped lights.\n\n"
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"@ingroup Lighting");
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Con::addVariable("$Light::renderPreviewProbes", TypeBool, &Skylight::smRenderPreviewProbes,
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"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
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"@note Only works for shadow mapped lights.\n\n"
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"@ingroup Lighting");
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// SceneObject already handles exposing the transform
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Parent::initPersistFields();
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}
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void Skylight::inspectPostApply()
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{
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Parent::inspectPostApply();
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mDirty = true;
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// Flag the network mask to send the updates
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// to the client object
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setMaskBits(-1);
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}
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bool Skylight::_setEnabled(void *object, const char *index, const char *data)
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{
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Skylight* probe = reinterpret_cast< Skylight* >(object);
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probe->mEnabled = dAtob(data);
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probe->setMaskBits(-1);
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return true;
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}
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bool Skylight::_doBake(void *object, const char *index, const char *data)
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{
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Skylight* probe = reinterpret_cast< Skylight* >(object);
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if (probe->mDirty)
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probe->bake(probe->mReflectionPath, 256);
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return false;
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}
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bool Skylight::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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mObjBox.minExtents.set(-1, -1, -1);
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mObjBox.maxExtents.set(1, 1, 1);
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// Skip our transform... it just dirties mask bits.
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Parent::setTransform(mObjToWorld);
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resetWorldBox();
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// Add this object to the scene
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addToScene();
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if (isServerObject())
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{
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if (!mPersistentId)
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mPersistentId = getOrCreatePersistentId();
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mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
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}
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// Refresh this object's material (if any)
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if (isClientObject())
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updateMaterial();
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setMaskBits(-1);
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return true;
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}
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void Skylight::onRemove()
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{
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// Remove this object from the scene
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removeFromScene();
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Parent::onRemove();
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}
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void Skylight::setTransform(const MatrixF & mat)
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{
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// Let SceneObject handle all of the matrix manipulation
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Parent::setTransform(mat);
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mDirty = true;
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// Dirty our network mask so that the new transform gets
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// transmitted to the client object
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setMaskBits(TransformMask);
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}
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U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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{
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// Allow the Parent to get a crack at writing its info
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U32 retMask = Parent::packUpdate(conn, mask, stream);
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if (stream->writeFlag(mask & InitialUpdateMask))
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{
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//initial work, just in case?
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}
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// Write our transform information
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if (stream->writeFlag(mask & TransformMask))
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{
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mathWrite(*stream, getTransform());
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mathWrite(*stream, getScale());
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}
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/*if (stream->writeFlag(mask & BakeInfoMask))
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{
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stream->write(mReflectionPath);
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stream->write(mProbeUniqueID);
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}*/
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if (stream->writeFlag(mask & EnabledMask))
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{
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stream->writeFlag(mEnabled);
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}
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/*if (stream->writeFlag(mask & ModeMask))
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{
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stream->write((U32)mReflectionModeType);
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}*/
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if (stream->writeFlag(mask & CubemapMask))
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{
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stream->write(mCubemapName);
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}
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return retMask;
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}
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void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
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{
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// Let the Parent read any info it sent
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Parent::unpackUpdate(conn, stream);
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if (stream->readFlag())
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{
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//some initial work?
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createGeometry();
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}
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if (stream->readFlag()) // TransformMask
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{
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mathRead(*stream, &mObjToWorld);
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mathRead(*stream, &mObjScale);
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setTransform(mObjToWorld);
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}
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/*if (stream->readFlag()) // BakeInfoMask
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{
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stream->read(&mReflectionPath);
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stream->read(&mProbeUniqueID);
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}*/
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if (stream->readFlag()) // EnabledMask
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{
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mEnabled = stream->readFlag();
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}
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bool isMaterialDirty = false;
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/*if (stream->readFlag()) // ModeMask
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{
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U32 reflectModeType = StaticCubemap;
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stream->read(&reflectModeType);
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mReflectionModeType = (ReflectionModeType)reflectModeType;
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isMaterialDirty = true;
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}*/
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if (stream->readFlag()) // CubemapMask
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{
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stream->read(&mCubemapName);
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isMaterialDirty = true;
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}
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updateProbeParams();
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if(isMaterialDirty)
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updateMaterial();
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}
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void Skylight::createGeometry()
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{
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// Clean up our previous shape
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if (mEditorShapeInst)
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SAFE_DELETE(mEditorShapeInst);
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mEditorShape = NULL;
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String shapeFile = "tools/resources/ReflectProbeSphere.dae";
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// Attempt to get the resource from the ResourceManager
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mEditorShape = ResourceManager::get().load(shapeFile);
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if (mEditorShape)
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{
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mEditorShapeInst = new TSShapeInstance(mEditorShape, isClientObject());
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}
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}
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//-----------------------------------------------------------------------------
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// Object Rendering
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//-----------------------------------------------------------------------------
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void Skylight::updateProbeParams()
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{
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if (mProbeInfo == nullptr)
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return;
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mProbeInfo->mIntensity = 1;
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mProbeInfo->mAmbient = LinearColorF(0, 0, 0, 0);
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mProbeInfo->mProbeShapeType = ProbeInfo::Sphere;
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mProbeInfo->setPosition(getPosition());
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//Update the bounds
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mObjBox.minExtents.set(-1, -1, -1);
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mObjBox.maxExtents.set(1, 1, 1);
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// Skip our transform... it just dirties mask bits.
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Parent::setTransform(mObjToWorld);
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resetWorldBox();
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F32 visDist = gClientSceneGraph->getVisibleDistance();
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Box3F skylightBounds = Box3F(visDist * 2);
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||
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skylightBounds.setCenter(Point3F::Zero);
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|
mProbeInfo->setPosition(Point3F::Zero);
|
||
|
|
|
||
|
|
mProbeInfo->mBounds = skylightBounds;
|
||
|
|
|
||
|
|
setGlobalBounds();
|
||
|
|
|
||
|
|
mProbeInfo->mIsSkylight = true;
|
||
|
|
mProbeInfo->mScore = -1.0f; //sky comes first
|
||
|
|
}
|
||
|
|
|
||
|
|
bool Skylight::createClientResources()
|
||
|
|
{
|
||
|
|
//irridiance resources
|
||
|
|
mIrridianceMap = GFX->createCubemap();
|
||
|
|
mIrridianceMap->initDynamic(128, GFXFormatR16G16B16A16F, 1);
|
||
|
|
|
||
|
|
//prefilter resources - we share the irridiance stateblock
|
||
|
|
mPrefilterMap = GFX->createCubemap();
|
||
|
|
mPrefilterMap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F, mPrefilterMipLevels);
|
||
|
|
|
||
|
|
//brdf lookup resources
|
||
|
|
//make the brdf lookup texture the same size as the prefilter texture
|
||
|
|
mBrdfTexture = TEXMGR->createTexture(mPrefilterSize, mPrefilterSize, GFXFormatR16G16B16A16F, &GFXRenderTargetProfile, 1, 0);
|
||
|
|
|
||
|
|
mResourcesCreated = true;
|
||
|
|
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
void Skylight::updateMaterial()
|
||
|
|
{
|
||
|
|
if ((mReflectionModeType == BakedCubemap) && !mProbeUniqueID.isEmpty())
|
||
|
|
{
|
||
|
|
bool validCubemap = true;
|
||
|
|
|
||
|
|
char fileName[256];
|
||
|
|
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
|
||
|
|
|
||
|
|
Vector<FileName> fileNames;
|
||
|
|
|
||
|
|
if (Platform::isFile(fileName))
|
||
|
|
{
|
||
|
|
if (!mCubemap)
|
||
|
|
{
|
||
|
|
mCubemap = new CubemapData();
|
||
|
|
mCubemap->registerObject();
|
||
|
|
}
|
||
|
|
|
||
|
|
mCubemap->setCubemapFile(FileName(fileName));
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
validCubemap = false;
|
||
|
|
}
|
||
|
|
|
||
|
|
if (validCubemap)
|
||
|
|
{
|
||
|
|
if (mCubemap->mCubemap)
|
||
|
|
mCubemap->updateFaces();
|
||
|
|
else
|
||
|
|
mCubemap->createMap();
|
||
|
|
|
||
|
|
mDirty = false;
|
||
|
|
|
||
|
|
mProbeInfo->mCubemap = &mCubemap->mCubemap;
|
||
|
|
}
|
||
|
|
|
||
|
|
/*for (U32 i = 0; i < 6; ++i)
|
||
|
|
{
|
||
|
|
char faceFile[256];
|
||
|
|
dSprintf(faceFile, sizeof(faceFile), "%s%s_%i.png", mReflectionPath.c_str(),
|
||
|
|
mProbeUniqueID.c_str(), i);
|
||
|
|
|
||
|
|
if (Platform::isFile(faceFile))
|
||
|
|
{
|
||
|
|
fileNames.push_back(FileName(faceFile));
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
validCubemap = false;
|
||
|
|
break;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
if (validCubemap)
|
||
|
|
{
|
||
|
|
if (!mCubemap)
|
||
|
|
{
|
||
|
|
mCubemap = new CubemapData();
|
||
|
|
mCubemap->registerObject();
|
||
|
|
}
|
||
|
|
|
||
|
|
for(U32 i=0; i < 6; i++)
|
||
|
|
mCubemap->setCubeFaceFile(i, fileNames[i]);
|
||
|
|
|
||
|
|
mCubemap->createMap();
|
||
|
|
mCubemap->updateFaces();
|
||
|
|
|
||
|
|
mProbeInfo->mCubemap = &mCubemap->mCubemap;
|
||
|
|
}*/
|
||
|
|
}
|
||
|
|
else if (mReflectionModeType == StaticCubemap && !mCubemapName.isEmpty())
|
||
|
|
{
|
||
|
|
Sim::findObject(mCubemapName, mCubemap);
|
||
|
|
|
||
|
|
if (!mCubemap)
|
||
|
|
return;
|
||
|
|
|
||
|
|
if (mCubemap->mCubemap)
|
||
|
|
mCubemap->updateFaces();
|
||
|
|
else
|
||
|
|
mCubemap->createMap();
|
||
|
|
|
||
|
|
mProbeInfo->mCubemap = &mCubemap->mCubemap;
|
||
|
|
}
|
||
|
|
|
||
|
|
//calculateSHTerms();
|
||
|
|
|
||
|
|
generateTextures();
|
||
|
|
|
||
|
|
//Now that the work is done, assign the relevent maps
|
||
|
|
if (mPrefilterMap.isValid())
|
||
|
|
{
|
||
|
|
mProbeInfo->mCubemap = &mPrefilterMap;
|
||
|
|
mProbeInfo->mIrradianceCubemap = &mIrridianceMap;
|
||
|
|
mProbeInfo->mBRDFTexture = &mBrdfTexture;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void Skylight::generateTextures()
|
||
|
|
{
|
||
|
|
if (!mCubemap)
|
||
|
|
return;
|
||
|
|
|
||
|
|
if (!mResourcesCreated)
|
||
|
|
{
|
||
|
|
if (!createClientResources())
|
||
|
|
{
|
||
|
|
Con::errorf("SkyLight::createIrridianceMap: Failed to create resources");
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
//GFXTransformSaver saver;
|
||
|
|
|
||
|
|
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
|
||
|
|
|
||
|
|
IBLUtilities::GenerateIrradianceMap(renderTarget, mCubemap->mCubemap, mIrridianceMap);
|
||
|
|
|
||
|
|
//Write it out
|
||
|
|
char fileName[256];
|
||
|
|
dSprintf(fileName, 256, "levels/test/irradiance.DDS");
|
||
|
|
|
||
|
|
CubemapSaver::save(mIrridianceMap, fileName);
|
||
|
|
|
||
|
|
if (!Platform::isFile(fileName))
|
||
|
|
{
|
||
|
|
Con::errorf("Failed to properly save out the skylight baked irradiance!");
|
||
|
|
}
|
||
|
|
|
||
|
|
//create prefilter cubemap (radiance)
|
||
|
|
IBLUtilities::GeneratePrefilterMap(renderTarget, mCubemap->mCubemap, mPrefilterMipLevels, mPrefilterMap);
|
||
|
|
|
||
|
|
//Write it out
|
||
|
|
fileName[256];
|
||
|
|
dSprintf(fileName, 256, "levels/test/prefilter.DDS");
|
||
|
|
|
||
|
|
CubemapSaver::save(mPrefilterMap, fileName);
|
||
|
|
|
||
|
|
if (!Platform::isFile(fileName))
|
||
|
|
{
|
||
|
|
Con::errorf("Failed to properly save out the skylight baked irradiance!");
|
||
|
|
}
|
||
|
|
|
||
|
|
//create brdf lookup
|
||
|
|
IBLUtilities::GenerateBRDFTexture(mBrdfTexture);
|
||
|
|
|
||
|
|
/*FileStream fs;
|
||
|
|
if (fs.open("levels/test/brdf.DDS", Torque::FS::File::Write))
|
||
|
|
{
|
||
|
|
// Read back the render target, dxt compress it, and write it to disk.
|
||
|
|
GBitmap brdfBmp(mBrdfTexture.getHeight(), mBrdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
|
||
|
|
mBrdfTexture.copyToBmp(&brdfBmp);
|
||
|
|
|
||
|
|
brdfBmp.extrudeMipLevels();
|
||
|
|
|
||
|
|
DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
|
||
|
|
ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
|
||
|
|
|
||
|
|
// Write result to file stream
|
||
|
|
brdfDDS->write(fs);
|
||
|
|
|
||
|
|
delete brdfDDS;
|
||
|
|
}
|
||
|
|
fs.close();*/
|
||
|
|
}
|
||
|
|
|
||
|
|
void Skylight::prepRenderImage(SceneRenderState *state)
|
||
|
|
{
|
||
|
|
if (!mEnabled || !Skylight::smRenderSkylights)
|
||
|
|
return;
|
||
|
|
|
||
|
|
Point3F distVec = getPosition() - state->getCameraPosition();
|
||
|
|
F32 dist = distVec.len();
|
||
|
|
|
||
|
|
//special hook-in for skylights
|
||
|
|
Point3F camPos = state->getCameraPosition();
|
||
|
|
mProbeInfo->mBounds.setCenter(camPos);
|
||
|
|
|
||
|
|
mProbeInfo->setPosition(camPos);
|
||
|
|
|
||
|
|
//Submit our probe to actually do the probe action
|
||
|
|
// Get a handy pointer to our RenderPassmanager
|
||
|
|
//RenderPassManager *renderPass = state->getRenderPass();
|
||
|
|
|
||
|
|
PROBEMGR->registerSkylight(mProbeInfo, this);
|
||
|
|
|
||
|
|
if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mCubemap != nullptr)
|
||
|
|
{
|
||
|
|
GFXTransformSaver saver;
|
||
|
|
|
||
|
|
// Calculate the distance of this object from the camera
|
||
|
|
Point3F cameraOffset;
|
||
|
|
getRenderTransform().getColumn(3, &cameraOffset);
|
||
|
|
cameraOffset -= state->getDiffuseCameraPosition();
|
||
|
|
F32 dist = cameraOffset.len();
|
||
|
|
if (dist < 0.01f)
|
||
|
|
dist = 0.01f;
|
||
|
|
|
||
|
|
// Set up the LOD for the shape
|
||
|
|
F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
|
||
|
|
|
||
|
|
mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
|
||
|
|
|
||
|
|
// Make sure we have a valid level of detail
|
||
|
|
if (mEditorShapeInst->getCurrentDetail() < 0)
|
||
|
|
return;
|
||
|
|
|
||
|
|
BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
|
||
|
|
|
||
|
|
setPreviewMatParameters(state, probePrevMat);
|
||
|
|
|
||
|
|
// GFXTransformSaver is a handy helper class that restores
|
||
|
|
// the current GFX matrices to their original values when
|
||
|
|
// it goes out of scope at the end of the function
|
||
|
|
|
||
|
|
// Set up our TS render state
|
||
|
|
TSRenderState rdata;
|
||
|
|
rdata.setSceneState(state);
|
||
|
|
rdata.setFadeOverride(1.0f);
|
||
|
|
|
||
|
|
// We might have some forward lit materials
|
||
|
|
// so pass down a query to gather lights.
|
||
|
|
LightQuery query;
|
||
|
|
query.init(getWorldSphere());
|
||
|
|
rdata.setLightQuery(&query);
|
||
|
|
|
||
|
|
// Set the world matrix to the objects render transform
|
||
|
|
MatrixF mat = getRenderTransform();
|
||
|
|
mat.scale(Point3F(1, 1, 1));
|
||
|
|
GFX->setWorldMatrix(mat);
|
||
|
|
|
||
|
|
// Animate the the shape
|
||
|
|
mEditorShapeInst->animate();
|
||
|
|
|
||
|
|
// Allow the shape to submit the RenderInst(s) for itself
|
||
|
|
mEditorShapeInst->render(rdata);
|
||
|
|
|
||
|
|
saver.restore();
|
||
|
|
}
|
||
|
|
|
||
|
|
// If the light is selected or light visualization
|
||
|
|
// is enabled then register the callback.
|
||
|
|
const bool isSelectedInEditor = (gEditingMission && isSelected());
|
||
|
|
if (isSelectedInEditor)
|
||
|
|
{
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
|
||
|
|
{
|
||
|
|
if (!mat->getFeatures().hasFeature(MFT_isDeferred))
|
||
|
|
return;
|
||
|
|
|
||
|
|
//Set up the params
|
||
|
|
MaterialParameters *matParams = mat->getMaterialParameters();
|
||
|
|
|
||
|
|
//Get the deferred render target
|
||
|
|
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
|
||
|
|
|
||
|
|
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
|
||
|
|
if (!deferredTexObject)
|
||
|
|
return;
|
||
|
|
|
||
|
|
GFX->setTexture(0, deferredTexObject);
|
||
|
|
|
||
|
|
//Set the cubemap
|
||
|
|
GFX->setCubeTexture(1, mCubemap->mCubemap);
|
||
|
|
|
||
|
|
//Set the invViewMat
|
||
|
|
MatrixSet &matrixSet = renderState->getRenderPass()->getMatrixSet();
|
||
|
|
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
|
||
|
|
|
||
|
|
MaterialParameterHandle *invViewMat = mat->getMaterialParameterHandle("$invViewMat");
|
||
|
|
|
||
|
|
matParams->setSafe(invViewMat, worldToCameraXfm);
|
||
|
|
}
|
||
|
|
|
||
|
|
DefineEngineMethod(Skylight, postApply, void, (), ,
|
||
|
|
"A utility method for forcing a network update.\n")
|
||
|
|
{
|
||
|
|
object->inspectPostApply();
|
||
|
|
}
|
||
|
|
|
||
|
|
void Skylight::bake(String outputPath, S32 resolution)
|
||
|
|
{
|
||
|
|
GFXDEBUGEVENT_SCOPE(Skylight_Bake, ColorI::WHITE);
|
||
|
|
|
||
|
|
PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
|
||
|
|
PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
|
||
|
|
if (preCapture)
|
||
|
|
preCapture->enable();
|
||
|
|
if (deferredShading)
|
||
|
|
deferredShading->disable();
|
||
|
|
|
||
|
|
//if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
|
||
|
|
{
|
||
|
|
if (!mCubemap)
|
||
|
|
{
|
||
|
|
mCubemap = new CubemapData();
|
||
|
|
mCubemap->registerObject();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
if (mReflectionModeType == BakedCubemap)
|
||
|
|
{
|
||
|
|
if (mReflectionPath.isEmpty() || !mPersistentId)
|
||
|
|
{
|
||
|
|
if (!mPersistentId)
|
||
|
|
mPersistentId = getOrCreatePersistentId();
|
||
|
|
|
||
|
|
mReflectionPath = outputPath.c_str();
|
||
|
|
|
||
|
|
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
bool validCubemap = true;
|
||
|
|
|
||
|
|
// Save the current transforms so we can restore
|
||
|
|
// it for child control rendering below.
|
||
|
|
GFXTransformSaver saver;
|
||
|
|
|
||
|
|
//bool saveEditingMission = gEditingMission;
|
||
|
|
//gEditingMission = false;
|
||
|
|
|
||
|
|
//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
|
||
|
|
bool probeRenderState = Skylight::smRenderSkylights;
|
||
|
|
Skylight::smRenderSkylights = false;
|
||
|
|
for (U32 i = 0; i < 6; ++i)
|
||
|
|
{
|
||
|
|
GFXTexHandle blendTex;
|
||
|
|
blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
|
||
|
|
|
||
|
|
GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
|
||
|
|
|
||
|
|
GFX->clearTextureStateImmediate(0);
|
||
|
|
mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
|
||
|
|
|
||
|
|
// Standard view that will be overridden below.
|
||
|
|
VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
|
||
|
|
|
||
|
|
switch (i)
|
||
|
|
{
|
||
|
|
case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
|
||
|
|
vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
|
||
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
||
|
|
break;
|
||
|
|
case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
|
||
|
|
vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
|
||
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
||
|
|
break;
|
||
|
|
case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
|
||
|
|
vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
|
||
|
|
vUpVec = VectorF(0.0f, 0.0f, -1.0f);
|
||
|
|
break;
|
||
|
|
case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
|
||
|
|
vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
|
||
|
|
vUpVec = VectorF(0.0f, 0.0f, 1.0f);
|
||
|
|
break;
|
||
|
|
case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
|
||
|
|
vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
|
||
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
||
|
|
break;
|
||
|
|
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
|
||
|
|
vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
|
||
|
|
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
|
||
|
|
break;
|
||
|
|
}
|
||
|
|
|
||
|
|
// create camera matrix
|
||
|
|
VectorF cross = mCross(vUpVec, vLookatPt);
|
||
|
|
cross.normalizeSafe();
|
||
|
|
|
||
|
|
MatrixF matView(true);
|
||
|
|
matView.setColumn(0, cross);
|
||
|
|
matView.setColumn(1, vLookatPt);
|
||
|
|
matView.setColumn(2, vUpVec);
|
||
|
|
matView.setPosition(getPosition());
|
||
|
|
matView.inverse();
|
||
|
|
|
||
|
|
// set projection to 90 degrees vertical and horizontal
|
||
|
|
F32 left, right, top, bottom;
|
||
|
|
F32 nearPlane = 100.f;
|
||
|
|
F32 farDist = 10000.f;
|
||
|
|
|
||
|
|
MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
|
||
|
|
Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
|
||
|
|
|
||
|
|
renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, ColorI::RED);
|
||
|
|
|
||
|
|
mBaseTarget->resolve();
|
||
|
|
|
||
|
|
mCubemap->setCubeFaceTexture(i, blendTex);
|
||
|
|
|
||
|
|
char fileName[256];
|
||
|
|
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
|
||
|
|
mProbeUniqueID.c_str(), i);
|
||
|
|
|
||
|
|
FileStream stream;
|
||
|
|
if (!stream.open(fileName, Torque::FS::File::Write))
|
||
|
|
{
|
||
|
|
Con::errorf("ReflectionProbe::bake(): Couldn't open cubemap face file fo writing " + String(fileName));
|
||
|
|
if (preCapture)
|
||
|
|
preCapture->disable();
|
||
|
|
if (deferredShading)
|
||
|
|
deferredShading->enable();
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
|
||
|
|
GBitmap bitmap(blendTex->getWidth(), blendTex->getHeight(), false, GFXFormatR8G8B8);
|
||
|
|
blendTex->copyToBmp(&bitmap);
|
||
|
|
bitmap.writeBitmap("png", stream);
|
||
|
|
|
||
|
|
if (Platform::isFile(fileName) && mCubemap)
|
||
|
|
{
|
||
|
|
mCubemap->setCubeFaceFile(i, FileName(fileName));
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
validCubemap = false;
|
||
|
|
break;
|
||
|
|
}
|
||
|
|
|
||
|
|
bitmap.deleteImage();
|
||
|
|
}
|
||
|
|
|
||
|
|
if (validCubemap)
|
||
|
|
{
|
||
|
|
if (mCubemap->mCubemap)
|
||
|
|
mCubemap->updateFaces();
|
||
|
|
else
|
||
|
|
mCubemap->createMap();
|
||
|
|
|
||
|
|
char fileName[256];
|
||
|
|
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
|
||
|
|
|
||
|
|
CubemapSaver::save(mCubemap->mCubemap, fileName);
|
||
|
|
|
||
|
|
if (!Platform::isFile(fileName))
|
||
|
|
{
|
||
|
|
validCubemap = false; //if we didn't save right, just
|
||
|
|
Con::errorf("Failed to properly save out the skylight baked cubemap!");
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
if (validCubemap)
|
||
|
|
{
|
||
|
|
mDirty = false;
|
||
|
|
|
||
|
|
//remove the temp files
|
||
|
|
for (U32 i = 0; i < 6; i++)
|
||
|
|
{
|
||
|
|
char fileName[256];
|
||
|
|
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
|
||
|
|
mProbeUniqueID.c_str(), i);
|
||
|
|
|
||
|
|
Platform::fileDelete(fileName);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
//calculateSHTerms();
|
||
|
|
|
||
|
|
Skylight::smRenderSkylights = probeRenderState;
|
||
|
|
setMaskBits(-1);
|
||
|
|
|
||
|
|
if (preCapture)
|
||
|
|
preCapture->disable();
|
||
|
|
|
||
|
|
if (deferredShading)
|
||
|
|
deferredShading->enable();
|
||
|
|
}
|
||
|
|
|
||
|
|
DefineEngineMethod(Skylight, Bake, void, (String outputPath, S32 resolution), ("", 256),
|
||
|
|
"@brief returns true if control object is inside the fog\n\n.")
|
||
|
|
{
|
||
|
|
object->bake(outputPath, resolution);
|
||
|
|
}
|