mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
287 lines
9.3 KiB
C++
287 lines
9.3 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 "platform/platform.h"
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#include "gfx/sim/cubemapData.h"
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#include "core/stream/bitStream.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxCubemap.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDebugEvent.h"
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#include "scene/sceneManager.h"
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#include "console/engineAPI.h"
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#include "math/mathUtils.h"
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IMPLEMENT_CONOBJECT( CubemapData );
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CubemapData::CubemapData()
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{
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mCubemap = NULL;
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mDynamic = false;
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mDynamicSize = 512;
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mDynamicNearDist = 0.1f;
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mDynamicFarDist = 100.0f;
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mDynamicObjectTypeMask = 0;
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#ifdef INIT_HACK
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mInit = false;
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#endif
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}
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CubemapData::~CubemapData()
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{
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mCubemap = NULL;
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}
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ConsoleDocClass( CubemapData,
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"@brief Used to create static or dynamic cubemaps.\n\n"
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"This object is used with Material, WaterObject, and other objects for cubemap reflections.\n\n"
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"A simple declaration of a static cubemap:\n"
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"@tsexample\n"
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"singleton CubemapData( SkyboxCubemap )\n"
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"{\n"
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" cubeFace[0] = \"./skybox_1\";\n"
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" cubeFace[1] = \"./skybox_2\";\n"
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" cubeFace[2] = \"./skybox_3\";\n"
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" cubeFace[3] = \"./skybox_4\";\n"
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" cubeFace[4] = \"./skybox_5\";\n"
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" cubeFace[5] = \"./skybox_6\";\n"
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"};\n"
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"@endtsexample\n"
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"@note The dynamic cubemap functionality in CubemapData has been depreciated in favor of ReflectorDesc.\n"
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"@see ReflectorDesc\n"
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"@ingroup GFX\n" );
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void CubemapData::initPersistFields()
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{
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addField( "cubeFace", TypeStringFilename, Offset(mCubeFaceFile, CubemapData), 6,
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"@brief The 6 cubemap face textures for a static cubemap.\n\n"
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"They are in the following order:\n"
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" - cubeFace[0] is -X\n"
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" - cubeFace[1] is +X\n"
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" - cubeFace[2] is -Z\n"
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" - cubeFace[3] is +Z\n"
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" - cubeFace[4] is -Y\n"
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" - cubeFace[5] is +Y\n" );
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addField("dynamic", TypeBool, Offset(mDynamic, CubemapData),
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"Set to true if this is a dynamic cubemap. The default is false." );
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addField("dynamicSize", TypeS32, Offset(mDynamicSize, CubemapData),
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"The size of each dynamic cubemap face in pixels." );
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addField("dynamicNearDist", TypeF32, Offset(mDynamicNearDist, CubemapData),
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"The near clip distance used when rendering to the dynamic cubemap." );
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addField("dynamicFarDist", TypeF32, Offset(mDynamicFarDist, CubemapData),
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"The far clip distance used when rendering to the dynamic cubemap." );
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addField("dynamicObjectTypeMask", TypeS32, Offset(mDynamicObjectTypeMask, CubemapData),
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"The typemask used to filter the objects rendered to the dynamic cubemap." );
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Parent::initPersistFields();
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}
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bool CubemapData::onAdd()
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{
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if( !Parent::onAdd() )
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return false;
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// Do NOT call this here as it forces every single cubemap defined to load its images, immediately, without mercy
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// createMap();
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return true;
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}
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void CubemapData::createMap()
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{
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if( !mCubemap )
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{
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if( mDynamic )
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{
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mCubemap = GFX->createCubemap();
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mCubemap->initDynamic( mDynamicSize );
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mDepthBuff = GFXTexHandle( mDynamicSize, mDynamicSize, GFXFormatD24S8,
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&GFXDefaultZTargetProfile, avar("%s() - mDepthBuff (line %d)", __FUNCTION__, __LINE__));
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mRenderTarget = GFX->allocRenderToTextureTarget();
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}
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else
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{
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bool initSuccess = true;
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for( U32 i=0; i<6; i++ )
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{
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if( !mCubeFaceFile[i].isEmpty() )
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{
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if(!mCubeFace[i].set(mCubeFaceFile[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - mCubeFace[%d] (line %d)", __FUNCTION__, i, __LINE__) ))
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{
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Con::errorf("CubemapData::createMap - Failed to load texture '%s'", mCubeFaceFile[i].c_str());
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initSuccess = false;
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}
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}
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}
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if( initSuccess )
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{
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mCubemap = GFX->createCubemap();
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mCubemap->initStatic( mCubeFace );
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}
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}
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}
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}
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void CubemapData::updateDynamic(SceneManager* sm, const Point3F& pos)
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{
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AssertFatal(mDynamic, "This is not a dynamic cubemap!");
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GFXDEBUGEVENT_SCOPE( CubemapData_updateDynamic, ColorI::WHITE );
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#ifdef INIT_HACK
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if( mInit ) return;
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mInit = true;
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#endif
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GFX->pushActiveRenderTarget();
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mRenderTarget->attachTexture(GFXTextureTarget::DepthStencil, mDepthBuff );
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// store current matrices
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GFXTransformSaver saver;
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F32 oldVisibleDist = sm->getVisibleDistance();
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// set projection to 90 degrees vertical and horizontal
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{
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F32 left, right, top, bottom;
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MathUtils::makeFrustum( &left, &right, &top, &bottom, M_HALFPI_F, 1.0f, mDynamicNearDist );
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GFX->setFrustum( left, right, bottom, top, mDynamicNearDist, mDynamicFarDist );
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}
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sm->setVisibleDistance(mDynamicFarDist);
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// We don't use a special clipping projection, but still need to initialize
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// this for objects like SkyBox which will use it during a reflect pass.
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gClientSceneGraph->setNonClipProjection( (MatrixF&) GFX->getProjectionMatrix() );
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// Loop through the six faces of the cube map.
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for(U32 i=0; i<6; i++)
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{
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// Standard view that will be overridden below.
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VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
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switch( i )
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{
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case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
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vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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break;
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case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
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vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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break;
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case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
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vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 0.0f,-1.0f );
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break;
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case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
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vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );
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vUpVec = VectorF( 0.0f, 0.0f, 1.0f );
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break;
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case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
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vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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break;
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case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
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vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );
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vUpVec = VectorF( 0.0f, 1.0f, 0.0f );
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break;
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}
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// create camera matrix
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VectorF cross = mCross( vUpVec, vLookatPt );
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cross.normalizeSafe();
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MatrixF matView(true);
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matView.setColumn( 0, cross );
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matView.setColumn( 1, vLookatPt );
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matView.setColumn( 2, vUpVec );
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matView.setPosition( pos );
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matView.inverse();
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GFX->pushWorldMatrix();
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GFX->setWorldMatrix(matView);
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mRenderTarget->attachTexture( GFXTextureTarget::Color0, mCubemap, i );
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GFX->setActiveRenderTarget( mRenderTarget );
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GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, ColorI( 64, 64, 64 ), 1.f, 0 );
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// render scene
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sm->renderScene( SPT_Reflect, mDynamicObjectTypeMask );
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// Resolve render target for each face
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mRenderTarget->resolve();
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GFX->popWorldMatrix();
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}
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// restore render surface and depth buffer
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GFX->popActiveRenderTarget();
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mRenderTarget->attachTexture(GFXTextureTarget::Color0, NULL);
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sm->setVisibleDistance(oldVisibleDist);
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}
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void CubemapData::updateFaces()
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{
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bool initSuccess = true;
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for( U32 i=0; i<6; i++ )
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{
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if( !mCubeFaceFile[i].isEmpty() )
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{
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if(!mCubeFace[i].set(mCubeFaceFile[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - mCubeFace[%d] (line %d)", __FUNCTION__, i, __LINE__) ))
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{
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initSuccess = false;
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Con::errorf("CubemapData::createMap - Failed to load texture '%s'", mCubeFaceFile[i].c_str());
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}
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}
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}
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if( initSuccess )
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{
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mCubemap = NULL;
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mCubemap = GFX->createCubemap();
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mCubemap->initStatic( mCubeFace );
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}
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}
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DefineEngineMethod( CubemapData, updateFaces, void, (),,
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"Update the assigned cubemaps faces." )
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{
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object->updateFaces();
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}
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DefineEngineMethod( CubemapData, getFilename, const char*, (),,
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"Returns the script filename of where the CubemapData object was "
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"defined. This is used by the material editor." )
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{
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return object->getFilename();
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} |