Torque3D/Engine/source/T3D/lighting/reflectionProbe.h
Areloch 27b304eec3 Various fixes
Separated baked cubemap load/processing logic into a separate function for clarity
various corrections for when fields change so it properly notifies down to the client
Fixed enable flag logic to actually work
Fixed skylight enable flag so it properly disables if flipped off
2019-06-05 00:07:46 -05:00

252 lines
8.2 KiB
C++

//-----------------------------------------------------------------------------
// 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<TSShape> 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;
GBitmap* mCubeFaceBitmaps[6];
U32 mCubemapResolution;
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_