mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
272 lines
8.2 KiB
C++
272 lines
8.2 KiB
C++
//-----------------------------------------------------------------------------
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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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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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//-----------------------------------------------------------------------------
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// Object setup and teardown
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//-----------------------------------------------------------------------------
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Skylight::Skylight() : ReflectionProbe()
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{
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}
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Skylight::~Skylight()
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{
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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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// 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::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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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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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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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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}
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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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Parent::updateProbeParams();
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mProbeInfo->mProbeShapeType = ProbeRenderInst::Sphere;
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mProbeInfo->setPosition(getPosition());
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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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skylightBounds.setCenter(Point3F::Zero);
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mProbeInfo->setPosition(Point3F::Zero);
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mProbeInfo->mBounds = skylightBounds;
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setGlobalBounds();
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mProbeInfo->mAmbient = LinearColorF(1, 1, 1, 1);
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mProbeInfo->mIsSkylight = true;
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mProbeInfo->mScore = -1.0f; //sky comes first
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}
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void Skylight::prepRenderImage(SceneRenderState *state)
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{
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if (!mEnabled || !Skylight::smRenderSkylights)
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return;
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Point3F distVec = getPosition() - state->getCameraPosition();
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F32 dist = distVec.len();
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//special hook-in for skylights
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Point3F camPos = state->getCameraPosition();
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mProbeInfo->mBounds.setCenter(camPos);
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mProbeInfo->setPosition(camPos);
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//Submit our probe to actually do the probe action
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// Get a handy pointer to our RenderPassmanager
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//RenderPassManager *renderPass = state->getRenderPass();
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//PROBEMGR->registerSkylight(mProbeInfo, this);
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if (Skylight::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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}
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}
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void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
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{
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Parent::setPreviewMatParameters(renderState, mat);
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}
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DefineEngineMethod(Skylight, postApply, void, (), ,
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"A utility method for forcing a network update.\n")
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{
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object->inspectPostApply();
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} |