//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #ifndef REFLECTIONPROBE_H #define REFLECTIONPROBE_H #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _GFXVERTEXBUFFER_H_ #include "gfx/gfxVertexBuffer.h" #endif #ifndef _GFXPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #endif #ifndef _TSSHAPEINSTANCE_H_ #include "ts/tsShapeInstance.h" #endif #include "lighting/lightInfo.h" #ifndef _RENDERPASSMANAGER_H_ #include "renderInstance/renderPassManager.h" #endif #ifndef RENDER_PROBE_MGR_H #include "renderInstance/renderProbeMgr.h" #endif class BaseMatInstance; //----------------------------------------------------------------------------- // This class implements a basic SceneObject that can exist in the world at a // 3D position and render itself. There are several valid ways to render an // object in Torque. This class implements the preferred rendering method which // is to submit a MeshRenderInst along with a Material, vertex buffer, // primitive buffer, and transform and allow the RenderMeshMgr handle the // actual setup and rendering for you. //----------------------------------------------------------------------------- class ReflectionProbe : public SceneObject { typedef SceneObject Parent; friend class RenderProbeMgr; public: enum ReflectionModeType { NoReflection = 0, StaticCubemap = 1, BakedCubemap = 2, DynamicCubemap = 5, }; protected: // Networking masks // We need to implement a mask specifically to handle // updating our transform from the server object to its // client-side "ghost". We also need to implement a // maks for handling editor updates to our properties // (like material). enum MaskBits { TransformMask = Parent::NextFreeMask << 0, StaticDataMask = Parent::NextFreeMask << 1, EnabledMask = Parent::NextFreeMask << 2, NextFreeMask = Parent::NextFreeMask << 3 }; bool mBake; bool mEnabled; bool mDirty; bool mCubemapDirty; Resource mEditorShape; TSShapeInstance* mEditorShapeInst; //-------------------------------------------------------------------------- // Rendering variables //-------------------------------------------------------------------------- ProbeRenderInst::ProbeShapeType mProbeShapeType; ProbeRenderInst* mProbeInfo; //Reflection Contribution stuff ReflectionModeType mReflectionModeType; F32 mRadius; Point3F mProbeRefOffset; Point3F mProbeRefScale; bool mEditPosOffset; String mCubemapName; CubemapData *mStaticCubemap; GFXCubemapHandle mDynamicCubemap; String cubeDescName; U32 cubeDescId; ReflectorDesc *reflectorDesc; //Utilized in dynamic reflections //CubeReflector mCubeReflector; ///Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures bool mUseHDRCaptures; //irridiance resources CubemapData *mIrridianceMap; //prefilter resources CubemapData *mPrefilterMap; U32 mPrefilterMipLevels; U32 mPrefilterSize; String mProbeUniqueID; // Define our vertex format here so we don't have to // change it in multiple spots later typedef GFXVertexPNTTB VertexType; // The GFX vertex and primitive buffers GFXVertexBufferHandle< VertexType > mVertexBuffer; GFXPrimitiveBufferHandle mPrimitiveBuffer; U32 mSphereVertCount; U32 mSpherePrimitiveCount; //Debug rendering static bool smRenderPreviewProbes; U32 mDynamicLastBakeMS; U32 mRefreshRateMS; F32 mMaxDrawDistance; bool mResourcesCreated; U32 mCaptureMask; public: ReflectionProbe(); virtual ~ReflectionProbe(); // Declare this object as a ConsoleObject so that we can // instantiate it into the world and network it DECLARE_CONOBJECT(ReflectionProbe); //-------------------------------------------------------------------------- // Object Editing // Since there is always a server and a client object in Torque and we // actually edit the server object we need to implement some basic // networking functions //-------------------------------------------------------------------------- // Set up any fields that we want to be editable (like position) static void initPersistFields(); // Allows the object to update its editable settings // from the server object to the client virtual void inspectPostApply(); static bool _setEnabled(void *object, const char *index, const char *data); static bool _doBake(void *object, const char *index, const char *data); static bool _toggleEditPosOffset(void *object, const char *index, const char *data); static bool _setRadius(void *object, const char *index, const char *data); static bool _setReflectionMode(void *object, const char *index, const char *data); // Handle when we are added to the scene and removed from the scene bool onAdd(); void onRemove(); virtual void handleDeleteAction(); // Override this so that we can dirty the network flag when it is called virtual void setTransform(const MatrixF &mat); virtual const MatrixF& getTransform() const; virtual void setScale(const VectorF &scale); virtual const VectorF& getScale() const; virtual bool writeField(StringTableEntry fieldname, const char *value); // This function handles sending the relevant data from the server // object to the client object U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream); // This function handles receiving relevant data from the server // object and applying it to the client object void unpackUpdate(NetConnection *conn, BitStream *stream); //-------------------------------------------------------------------------- // Object Rendering // Torque utilizes a "batch" rendering system. This means that it builds a // list of objects that need to render (via RenderInst's) and then renders // them all in one batch. This allows it to optimized on things like // minimizing texture, state, and shader switching by grouping objects that // use the same Materials. //-------------------------------------------------------------------------- // Create the geometry for rendering void createGeometry(); virtual void updateProbeParams(); bool createClientResources(); void processDynamicCubemap(); void processBakedCubemap(); void processStaticCubemap(); // This is the function that allows this object to submit itself for rendering void prepRenderImage(SceneRenderState *state); void _onRenderViz(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat); void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat); //Baking String getPrefilterMapPath(); String getIrradianceMapPath(); void bake(); }; typedef ProbeRenderInst::ProbeShapeType ReflectProbeType; DefineEnumType(ReflectProbeType); typedef ReflectionProbe::ReflectionModeType ReflectionModeEnum; DefineEnumType(ReflectionModeEnum); #endif // _ReflectionProbe_H_