Torque3D/Engine/source/T3D/lighting/sphereEnvironmentProbe.h
Areloch 788e265477 Finished current cleanup/reorg.
Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in
Split probe modes out into distinct environmental probe objects
Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it
Removed old probe shaders and materials that aren't used now.
Fixed mLastConst memory leak by removing nono line.
2019-02-14 00:35:22 -06:00

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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 SPHERE_ENVIRONMENT_PROBE_H
#define SPHERE_ENVIRONMENT_PROBE_H
#ifndef REFLECTIONPROBE_H
#include "T3D/lighting/reflectionProbe.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 SphereEnvironmentProbe : public ReflectionProbe
{
typedef ReflectionProbe Parent;
public:
SphereEnvironmentProbe();
virtual ~SphereEnvironmentProbe();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(SphereEnvironmentProbe);
//--------------------------------------------------------------------------
// 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();
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat);
// 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.
//--------------------------------------------------------------------------
virtual void updateProbeParams();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage(SceneRenderState *state);
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
};
#endif // SPHERE_ENVIRONMENT_PROBE_H