Torque3D/Engine/source/T3D/lighting/reflectionProbe.h
marauder2k7 3aef90a6bc Update GFXTextureManager and GBitmap
GBitmap Changes:
Added all other formats to gbitmap that we support
gbitmap now supports cubemaps
added converters for all these other formats
added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats

GFXTextureManager
Can now directly make cubemaps and texture arrays based on the GFXTextureProfile
API implementations for all functions that cubemaps and arrays needed
2025-12-22 10:29:01 +00:00

392 lines
13 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
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:
/// <summary>
/// Used to dictate what sort of cubemap the probes use when using IBL
/// </summary>
enum ReflectionModeType
{
NoReflection = 0,
StaticCubemap = 1,
BakedCubemap = 2,
DynamicCubemap = 5,
};
/// <summary>
/// This contains all the important data the Probe uses for rendering.
/// </summary>
struct ProbeInfo
{
bool mIsEnabled;
MatrixF mTransform;
ReflectionProbe* mObject;
F32 mRadius;
bool mDirty;
Box3F mBounds;
Point3F mExtents;
Point3F mPosition;
Point3F mProbeRefOffset;
Point3F mProbeRefScale;
F32 mAtten;
F32 mScore;
GFXTexHandle mPrefilterCubemap;
GFXTexHandle mIrradianceCubemap;
/// The priority of this light used for
/// light and shadow scoring.
F32 mPriority;
enum ProbeShapeType
{
Box = 0,
Sphere = 1,
Skylight = 2
};
ProbeShapeType mProbeShapeType;
bool mCanDamp;
public:
ProbeInfo()
{
mScore = 0;
mAtten = 0.0f;
mCanDamp = false;
mDirty = false;
mIsEnabled = true;
mObject = NULL;
mPriority = 0;
mProbeShapeType = Box;
mRadius = 10.0f;
}
~ProbeInfo() {}
// Copies data passed in from light
void set(const ProbeInfo* probeInfo);
// Accessors
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF& xfm) { mTransform = xfm; }
Point3F getPosition() const { return mPosition; }
void setPosition(const Point3F& pos) { mPosition = pos; }
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void clear();
};
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
};
/// <summary>
/// Only used for interfacing with the editor's inspector bake button
/// </summary>
bool mBakeReflections;
/// <summary>
/// Whether this probe is enabled or not
/// </summary>
bool mEnabled;
F32 mAtten;
bool mDirty;
/// <summary>
/// Whether this probe's cubemap is dirty or not
/// </summary>
bool mCubemapDirty;
#ifdef TORQUE_TOOLS
/// <summary>
/// Used only when the editor is loaded, this is the shape data used for the probe viewing(aka, a sphere)
/// </summary>
Resource<TSShape> mEditorShape;
/// <summary>
/// This is the shape instance of the editor shape data
/// </summary>
TSShapeInstance* mEditorShapeInst;
#endif // TORQUE_TOOLS
//--------------------------------------------------------------------------
// Rendering variables
//--------------------------------------------------------------------------
/// <summary>
/// The shape of the probe
/// </summary>
ProbeInfo::ProbeShapeType mProbeShapeType;
/// <summary>
/// This is effectively a packed cache of the probe data actually utilized for rendering.
/// The RenderProbeManager uses this via the probe calling registerProbe on creation, and unregisterProbe on destruction
/// When the manager goes to render it has the compacted data to read over more efficiently for setting up what probes should
/// Actually render in that frame
/// </summary>
ProbeInfo mProbeInfo;
/// <summary>
/// Used to dictate what sort of cubemap the probes use when using IBL
/// </summary>
ReflectionModeType mReflectionModeType;
/// <summary>
/// The radius of the probe's influence. Only really relevent in Sphere probes
/// </summary>
F32 mRadius;
/// <summary>
/// The reference positional offset for the probe. This is used for adjusting the perceived center and area of influence.
/// Helpful in adjusting parallax issues
/// </summary>
Point3F mProbeRefOffset;
/// <summary>
/// The reference scale for the probe. This is used for adjusting the perceived center and area of influence.
/// Helpful in adjusting parallax issues
/// </summary>
Point3F mProbeRefScale;
/// <summary>
/// Only used for interfacing with the editor's inspector edit offset button
/// </summary>
bool mEditPosOffset;
/// <summary>
/// This is used when a static cubemap is used. The name of the cubemap is looked up and loaded for the IBL calculations
/// </summary>
StringTableEntry mCubemapName;
CubemapData *mStaticCubemap;
GFXTexHandle mDynamicCubemap;
//String cubeDescName;
//U32 cubeDescId;
//ReflectorDesc *reflectorDesc;
//Utilized in dynamic reflections
//CubeReflector mCubeReflector;
bool mUseHDRCaptures;
//irridiance resources
CubemapData *mIrridianceMap;
//prefilter resources
CubemapData *mPrefilterMap;
U32 mPrefilterMipLevels;
U32 mPrefilterSize;
/// <summary>
/// This is calculated based on the object's persistantID. Effectively a unique hash ID to set it apart from other probes
/// Used to ensure the cubemaps named when baking are unique
/// </summary>
String mProbeUniqueID;
//Debug rendering
static bool smRenderPreviewProbes;
U32 mDynamicLastBakeMS;
U32 mRefreshRateMS;
bool mResourcesCreated;
U32 mCaptureMask;
bool mCanDamp;
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);
DECLARE_CATEGORY("UNLISTED");
//--------------------------------------------------------------------------
// 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
void inspectPostApply() override;
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() override;
void onRemove() override;
/// <summary>
/// This is called when the object is deleted. It allows us to do special-case cleanup actions
/// In probes' case, it's used to delete baked cubemap files
/// </summary>
void handleDeleteAction() override;
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat) override;
const MatrixF& getTransform() const override;
void setScale(const VectorF &scale) override;
const VectorF& getScale() const override;
bool writeField(StringTableEntry fieldname, const char *value) override;
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate(NetConnection *conn, BitStream *stream) override;
//--------------------------------------------------------------------------
// 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 createEditorResources();
/// <summary>
/// Updates the probe rendering data
/// </summary>
virtual void updateProbeParams();
bool createClientResources();
/// <summary>
/// Updates the probe's cubemaps in the array when using dynamic reflections
/// </summary>
void processDynamicCubemap();
/// <summary>
/// Updates the probe's cubemaps in the array when using baked cubemaps
/// </summary>
void processBakedCubemap();
/// <summary>
/// Updates the probe's cubemaps in the array when using a static cubemaps
/// </summary>
void processStaticCubemap();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage(SceneRenderState *state) override;
void _onRenderViz(ObjectRenderInst *ri,
SceneRenderState *state,
BaseMatInstance *overrideMat);
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
/// <summary>
/// This gets the filepath to the prefilter cubemap associated to this probe.
/// In the event the probe is set to use a static cubemap, it is the prefiltered version of the cubemap's file
/// </summary>
/// <returns>The filepath to the prefilter cubemap</returns>
String getPrefilterMapPath();
/// <summary>
/// This gets the filepath to the irradiance cubemap associated to this probe.
/// In the event the probe is set to use a static cubemap, it is the irradiance version of the cubemap's file
/// </summary>
/// <returns>The filepath to the irradiance cubemap</returns>
String getIrradianceMapPath();
/// <summary>
/// Invokes a cubemap bake action for this probe
/// </summary>
void bake();
ProbeInfo* getProbeInfo() { return &mProbeInfo; }
};
typedef ReflectionProbe::ProbeInfo::ProbeShapeType ReflectProbeType;
DefineEnumType(ReflectProbeType);
typedef ReflectionProbe::ReflectionModeType ReflectionModeEnum;
DefineEnumType(ReflectionModeEnum);
#endif // _ReflectionProbe_H_