Merge pull request #1335 from marauder2k9-torque/MaterialPreview-Skylight-fix

Material preview get skylight bake
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Brian Roberts 2024-12-04 20:04:36 -06:00 committed by GitHub
commit 03a348deb7
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3 changed files with 53 additions and 17 deletions

View file

@ -35,6 +35,7 @@
#include "scene/sceneRenderState.h"
#include "renderInstance/renderProbeMgr.h"
#include "T3D/lighting/skylight.h"
#include "gfx/gfxDrawUtil.h"
// GuiMaterialPreview
GuiMaterialPreview::GuiMaterialPreview()
@ -114,20 +115,20 @@ void GuiMaterialPreview::setLightTranslate(S32 modifier, F32 xstep, F32 ystep)
F32 _lighttransstep = (modifier & SI_SHIFT ? mLightTransStep : (mLightTransStep*mLightTranMult));
Point3F relativeLightDirection = GuiMaterialPreview::mFakeSun->getDirection();
// May be able to get rid of this. For now, it helps to fix the position of the light if i gets messed up.
if (modifier & SI_PRIMARY_CTRL)
{
relativeLightDirection.x += ( xstep * _lighttransstep * -1 );//need to invert this for some reason. Otherwise, it's backwards.
relativeLightDirection.y += ( ystep * _lighttransstep );
GuiMaterialPreview::mFakeSun->setDirection(relativeLightDirection);
}
// Default action taken by mouse wheel clicking.
else
{
relativeLightDirection.x += ( xstep * _lighttransstep * -1 ); //need to invert this for some reason. Otherwise, it's backwards.
relativeLightDirection.z += ( ystep * _lighttransstep );
GuiMaterialPreview::mFakeSun->setDirection(relativeLightDirection);
}
F32 azimuth = mAtan2(relativeLightDirection.y, relativeLightDirection.x);
F32 elevation = mAsin(relativeLightDirection.z);
// Modify azimuth and elevation based on input
azimuth += xstep * _lighttransstep;
elevation = mClampF(elevation + ystep * _lighttransstep, -M_2PI_F, M_2PI_F);
// Convert back to Cartesian coordinates
relativeLightDirection.x = mCos(elevation) * mCos(azimuth);
relativeLightDirection.y = mCos(elevation) * mSin(azimuth);
relativeLightDirection.z = mSin(elevation);
GuiMaterialPreview::mFakeSun->setDirection(relativeLightDirection);
}
// This is for panning the viewport camera.
@ -369,7 +370,10 @@ void GuiMaterialPreview::renderWorld(const RectI &updateRect)
F32 left, right, top, bottom, nearPlane, farPlane;
bool isOrtho;
GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho);
Frustum frust( isOrtho, left, right, bottom, top, nearPlane, farPlane, MatrixF::Identity );
mSaveFrustum = Frustum( isOrtho, left, right, bottom, top, nearPlane, farPlane, MatrixF::Identity );
mSaveProjection = GFX->getProjectionMatrix();
mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
FogData savedFogData = gClientSceneGraph->getFogData();
gClientSceneGraph->setFogData( FogData() ); // no fog in preview window
@ -382,7 +386,7 @@ void GuiMaterialPreview::renderWorld(const RectI &updateRect)
(
gClientSceneGraph,
SPT_Diffuse,
SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
SceneCameraState( GFX->getViewport(), mSaveFrustum, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
renderPass,
true
);
@ -422,12 +426,43 @@ void GuiMaterialPreview::renderWorld(const RectI &updateRect)
renderPass->renderPass( &state );
if (mMouseState == MovingLight)
{
renderSunDirection();
}
gClientSceneGraph->setFogData( savedFogData ); // restore fog setting
// Make sure to remove our fake sun
LIGHTMGR->unregisterAllLights();
}
void GuiMaterialPreview::renderSunDirection() const
{
// Render four arrows aiming in the direction of the sun's light
ColorI color = LinearColorF(mFakeSun->getColor()).toColorI();
F32 length = mModel->getShape()->mBounds.len() * 0.8f;
// Get the sun's vectors
Point3F fwd = mFakeSun->getTransform().getForwardVector();
Point3F up = mFakeSun->getTransform().getUpVector() * length / 8;
Point3F right = mFakeSun->getTransform().getRightVector() * length / 8;
// Calculate the start and end points of the first arrow (bottom left)
Point3F start = mModel->getShape()->center - fwd * length - up / 2 - right / 2;
Point3F end = mModel->getShape()->center - fwd * length / 3 - up / 2 - right / 2;
GFXStateBlockDesc desc;
desc.setZReadWrite(true, true);
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
drawUtil->drawArrow(desc, start, end, color);
drawUtil->drawArrow(desc, start + up, end + up, color);
drawUtil->drawArrow(desc, start + right, end + right, color);
drawUtil->drawArrow(desc, start + up + right, end + up + right, color);
}
// Make sure the orbit distance is within the acceptable range.
void GuiMaterialPreview::setOrbitDistance(F32 distance)
{

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@ -75,7 +75,7 @@ protected:
Point2I mLastMousePoint;
LightInfo* mFakeSun;
void renderSunDirection() const;
public:
bool onWake() override;

View file

@ -81,6 +81,7 @@ Frustum::Frustum( bool isOrtho,
mProjectionOffset.zero();
mProjectionOffsetMatrix.identity();
mDirty = true;
}
//-----------------------------------------------------------------------------