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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-20 07:03:46 +00:00
hook up attenuation value. todo: sort networkjing properly
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8595e273a4
commit
ead78ec588
5 changed files with 21 additions and 79 deletions
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@ -78,6 +78,7 @@ BoxEnvironmentProbe::BoxEnvironmentProbe() : ReflectionProbe()
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{
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mCaptureMask = REFLECTION_PROBE_CAPTURE_TYPEMASK;
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mProbeShapeType = ProbeRenderInst::Box;
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mAtten = 0.0;
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}
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BoxEnvironmentProbe::~BoxEnvironmentProbe()
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@ -92,6 +93,8 @@ void BoxEnvironmentProbe::initPersistFields()
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// SceneObject already handles exposing the transform
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Parent::initPersistFields();
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addField("attenuation", TypeF32, Offset(mAtten, BoxEnvironmentProbe), "falloff percent");
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removeField("radius");
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}
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@ -136,6 +139,11 @@ U32 BoxEnvironmentProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *st
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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 & UpdateMask))
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{
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stream->write(mAtten);
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}
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return retMask;
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}
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@ -143,6 +151,11 @@ void BoxEnvironmentProbe::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()) // UpdateMask
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{
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stream->read(&mAtten);
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}
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}
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//-----------------------------------------------------------------------------
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@ -154,79 +167,9 @@ void BoxEnvironmentProbe::updateProbeParams()
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Parent::updateProbeParams();
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mProbeInfo->mProbeShapeType = ProbeRenderInst::Box;
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mProbeInfo->mAtten = mAtten;
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}
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/*void BoxEnvironmentProbe::prepRenderImage(SceneRenderState *state)
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{
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if (!mEnabled || !ReflectionProbe::smRenderPreviewProbes)
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return;
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if (ReflectionProbe::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
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{
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GFXTransformSaver saver;
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// Calculate the distance of this object from the camera
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Point3F cameraOffset;
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getRenderTransform().getColumn(3, &cameraOffset);
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cameraOffset -= state->getDiffuseCameraPosition();
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F32 dist = cameraOffset.len();
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if (dist < 0.01f)
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dist = 0.01f;
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// Set up the LOD for the shape
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F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
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mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
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// Make sure we have a valid level of detail
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if (mEditorShapeInst->getCurrentDetail() < 0)
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return;
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BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
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setPreviewMatParameters(state, probePrevMat);
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// GFXTransformSaver is a handy helper class that restores
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// the current GFX matrices to their original values when
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// it goes out of scope at the end of the function
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// Set up our TS render state
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TSRenderState rdata;
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rdata.setSceneState(state);
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rdata.setFadeOverride(1.0f);
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// We might have some forward lit materials
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// so pass down a query to gather lights.
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LightQuery query;
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query.init(getWorldSphere());
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rdata.setLightQuery(&query);
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// Set the world matrix to the objects render transform
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MatrixF mat = getRenderTransform();
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mat.scale(Point3F(1, 1, 1));
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GFX->setWorldMatrix(mat);
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// Animate the the shape
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mEditorShapeInst->animate();
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// Allow the shape to submit the RenderInst(s) for itself
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mEditorShapeInst->render(rdata);
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saver.restore();
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}
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// If the light is selected or light visualization
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// is enabled then register the callback.
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const bool isSelectedInEditor = (gEditingMission && isSelected());
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if (isSelectedInEditor)
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{
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind(this, &ReflectionProbe::_onRenderViz);
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ri->type = RenderPassManager::RIT_Editor;
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state->getRenderPass()->addInst(ri);
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}
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}*/
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void BoxEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
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{
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Parent::setPreviewMatParameters(renderState, mat);
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