Torque3D/Engine/source/gfx/sim/cubemapData.cpp
2012-09-19 11:15:01 -04:00

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