Torque3D/Engine/source/T3D/lighting/skylight.cpp
Areloch b19a4b22c8 Implementation of reflection and skylight probes.
Moves lighting math to the diffuse/specular two-channel logic.
2018-09-16 22:15:07 -05:00

899 lines
25 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 "T3D/lighting/Skylight.h"
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "materials/baseMatInstance.h"
#include "console/engineAPI.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxTransformSaver.h"
#include "math/mathUtils.h"
#include "gfx/bitmap/gBitmap.h"
#include "core/stream/fileStream.h"
#include "core/fileObject.h"
#include "core/resourceManager.h"
#include "console/simPersistId.h"
#include <string>
#include "T3D/gameFunctions.h"
#include "postFx/postEffect.h"
#include "renderInstance/renderProbeMgr.h"
#include "lighting/probeManager.h"
#include "math/util/sphereMesh.h"
#include "materials/materialManager.h"
#include "math/util/matrixSet.h"
#include "gfx/bitmap/cubemapSaver.h"
#include "materials/materialFeatureTypes.h"
#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/bitmap/imageUtils.h"
#include "T3D/lighting/IBLUtilities.h"
extern bool gEditingMission;
extern ColorI gCanvasClearColor;
bool Skylight::smRenderSkylights = true;
bool Skylight::smRenderPreviewProbes = true;
IMPLEMENT_CO_NETOBJECT_V1(Skylight);
ConsoleDocClass(Skylight,
"@brief An example scene object which renders a mesh.\n\n"
"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.\n\n"
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n");
ImplementEnumType(SkylightReflectionModeEnum,
"Type of mesh data available in a shape.\n"
"@ingroup gameObjects")
{ Skylight::StaticCubemap, "Static Cubemap", "Uses a static CubemapData" },
{ Skylight::BakedCubemap, "Baked Cubemap", "Uses a cubemap baked from the probe's current position" },
EndImplementEnumType;
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
Skylight::Skylight()
{
// Flag this object so that it will always
// be sent across the network to clients
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask = LightObjectType | MarkerObjectType;
mReflectionModeType = StaticCubemap;
mEnabled = true;
mBake = false;
mDirty = false;
mCubemap = NULL;
mReflectionPath = "";
mProbeUniqueID = "";
mEditorShapeInst = NULL;
mEditorShape = NULL;
mIrridianceMap = NULL;
mPrefilterMap = NULL;
mBrdfTexture = NULL;
mResourcesCreated = false;
mPrefilterSize = 512;
mPrefilterMipLevels = 6;
mProbeInfo = new ProbeInfo();
}
Skylight::~Skylight()
{
if (mEditorShapeInst)
SAFE_DELETE(mEditorShapeInst);
if (mReflectionModeType != StaticCubemap && mCubemap)
mCubemap->deleteObject();
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void Skylight::initPersistFields()
{
addGroup("Rendering");
addProtectedField("enabled", TypeBool, Offset(mEnabled, Skylight),
&_setEnabled, &defaultProtectedGetFn, "Regenerate Voxel Grid");
endGroup("Rendering");
addGroup("Reflection");
//addField("ReflectionMode", TypeSkylightReflectionModeEnum, Offset(mReflectionModeType, Skylight),
// "The type of mesh data to use for collision queries.");
//addField("reflectionPath", TypeImageFilename, Offset(mReflectionPath, Skylight),
// "The type of mesh data to use for collision queries.");
addField("StaticCubemap", TypeCubemapName, Offset(mCubemapName, Skylight), "Cubemap used instead of reflection texture if fullReflect is off.");
//addProtectedField("Bake", TypeBool, Offset(mBake, Skylight),
// &_doBake, &defaultProtectedGetFn, "Regenerate Voxel Grid", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
endGroup("Reflection");
Con::addVariable("$Light::renderSkylights", TypeBool, &Skylight::smRenderSkylights,
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
"@note Only works for shadow mapped lights.\n\n"
"@ingroup Lighting");
Con::addVariable("$Light::renderPreviewProbes", TypeBool, &Skylight::smRenderPreviewProbes,
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
"@note Only works for shadow mapped lights.\n\n"
"@ingroup Lighting");
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
void Skylight::inspectPostApply()
{
Parent::inspectPostApply();
mDirty = true;
// Flag the network mask to send the updates
// to the client object
setMaskBits(-1);
}
bool Skylight::_setEnabled(void *object, const char *index, const char *data)
{
Skylight* probe = reinterpret_cast< Skylight* >(object);
probe->mEnabled = dAtob(data);
probe->setMaskBits(-1);
return true;
}
bool Skylight::_doBake(void *object, const char *index, const char *data)
{
Skylight* probe = reinterpret_cast< Skylight* >(object);
if (probe->mDirty)
probe->bake(probe->mReflectionPath, 256);
return false;
}
bool Skylight::onAdd()
{
if (!Parent::onAdd())
return false;
mObjBox.minExtents.set(-1, -1, -1);
mObjBox.maxExtents.set(1, 1, 1);
// Skip our transform... it just dirties mask bits.
Parent::setTransform(mObjToWorld);
resetWorldBox();
// Add this object to the scene
addToScene();
if (isServerObject())
{
if (!mPersistentId)
mPersistentId = getOrCreatePersistentId();
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
}
// Refresh this object's material (if any)
if (isClientObject())
updateMaterial();
setMaskBits(-1);
return true;
}
void Skylight::onRemove()
{
// Remove this object from the scene
removeFromScene();
Parent::onRemove();
}
void Skylight::setTransform(const MatrixF & mat)
{
// Let SceneObject handle all of the matrix manipulation
Parent::setTransform(mat);
mDirty = true;
// Dirty our network mask so that the new transform gets
// transmitted to the client object
setMaskBits(TransformMask);
}
U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
// Allow the Parent to get a crack at writing its info
U32 retMask = Parent::packUpdate(conn, mask, stream);
if (stream->writeFlag(mask & InitialUpdateMask))
{
//initial work, just in case?
}
// Write our transform information
if (stream->writeFlag(mask & TransformMask))
{
mathWrite(*stream, getTransform());
mathWrite(*stream, getScale());
}
/*if (stream->writeFlag(mask & BakeInfoMask))
{
stream->write(mReflectionPath);
stream->write(mProbeUniqueID);
}*/
if (stream->writeFlag(mask & EnabledMask))
{
stream->writeFlag(mEnabled);
}
/*if (stream->writeFlag(mask & ModeMask))
{
stream->write((U32)mReflectionModeType);
}*/
if (stream->writeFlag(mask & CubemapMask))
{
stream->write(mCubemapName);
}
return retMask;
}
void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
{
// Let the Parent read any info it sent
Parent::unpackUpdate(conn, stream);
if (stream->readFlag())
{
//some initial work?
createGeometry();
}
if (stream->readFlag()) // TransformMask
{
mathRead(*stream, &mObjToWorld);
mathRead(*stream, &mObjScale);
setTransform(mObjToWorld);
}
/*if (stream->readFlag()) // BakeInfoMask
{
stream->read(&mReflectionPath);
stream->read(&mProbeUniqueID);
}*/
if (stream->readFlag()) // EnabledMask
{
mEnabled = stream->readFlag();
}
bool isMaterialDirty = false;
/*if (stream->readFlag()) // ModeMask
{
U32 reflectModeType = StaticCubemap;
stream->read(&reflectModeType);
mReflectionModeType = (ReflectionModeType)reflectModeType;
isMaterialDirty = true;
}*/
if (stream->readFlag()) // CubemapMask
{
stream->read(&mCubemapName);
isMaterialDirty = true;
}
updateProbeParams();
if(isMaterialDirty)
updateMaterial();
}
void Skylight::createGeometry()
{
// Clean up our previous shape
if (mEditorShapeInst)
SAFE_DELETE(mEditorShapeInst);
mEditorShape = NULL;
String shapeFile = "tools/resources/ReflectProbeSphere.dae";
// Attempt to get the resource from the ResourceManager
mEditorShape = ResourceManager::get().load(shapeFile);
if (mEditorShape)
{
mEditorShapeInst = new TSShapeInstance(mEditorShape, isClientObject());
}
}
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void Skylight::updateProbeParams()
{
if (mProbeInfo == nullptr)
return;
mProbeInfo->mIntensity = 1;
mProbeInfo->mAmbient = LinearColorF(0, 0, 0, 0);
mProbeInfo->mProbeShapeType = ProbeInfo::Sphere;
mProbeInfo->setPosition(getPosition());
//Update the bounds
mObjBox.minExtents.set(-1, -1, -1);
mObjBox.maxExtents.set(1, 1, 1);
// Skip our transform... it just dirties mask bits.
Parent::setTransform(mObjToWorld);
resetWorldBox();
F32 visDist = gClientSceneGraph->getVisibleDistance();
Box3F skylightBounds = Box3F(visDist * 2);
skylightBounds.setCenter(Point3F::Zero);
mProbeInfo->setPosition(Point3F::Zero);
mProbeInfo->mBounds = skylightBounds;
setGlobalBounds();
mProbeInfo->mIsSkylight = true;
mProbeInfo->mScore = -1.0f; //sky comes first
}
bool Skylight::createClientResources()
{
//irridiance resources
mIrridianceMap = GFX->createCubemap();
mIrridianceMap->initDynamic(128, GFXFormatR16G16B16A16F, 1);
//prefilter resources - we share the irridiance stateblock
mPrefilterMap = GFX->createCubemap();
mPrefilterMap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F, mPrefilterMipLevels);
//brdf lookup resources
//make the brdf lookup texture the same size as the prefilter texture
mBrdfTexture = TEXMGR->createTexture(mPrefilterSize, mPrefilterSize, GFXFormatR16G16B16A16F, &GFXRenderTargetProfile, 1, 0);
mResourcesCreated = true;
return true;
}
void Skylight::updateMaterial()
{
if ((mReflectionModeType == BakedCubemap) && !mProbeUniqueID.isEmpty())
{
bool validCubemap = true;
char fileName[256];
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
Vector<FileName> fileNames;
if (Platform::isFile(fileName))
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
mCubemap->setCubemapFile(FileName(fileName));
}
else
{
validCubemap = false;
}
if (validCubemap)
{
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
mDirty = false;
mProbeInfo->mCubemap = &mCubemap->mCubemap;
}
/*for (U32 i = 0; i < 6; ++i)
{
char faceFile[256];
dSprintf(faceFile, sizeof(faceFile), "%s%s_%i.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), i);
if (Platform::isFile(faceFile))
{
fileNames.push_back(FileName(faceFile));
}
else
{
validCubemap = false;
break;
}
}
if (validCubemap)
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
for(U32 i=0; i < 6; i++)
mCubemap->setCubeFaceFile(i, fileNames[i]);
mCubemap->createMap();
mCubemap->updateFaces();
mProbeInfo->mCubemap = &mCubemap->mCubemap;
}*/
}
else if (mReflectionModeType == StaticCubemap && !mCubemapName.isEmpty())
{
Sim::findObject(mCubemapName, mCubemap);
if (!mCubemap)
return;
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
mProbeInfo->mCubemap = &mCubemap->mCubemap;
}
//calculateSHTerms();
generateTextures();
//Now that the work is done, assign the relevent maps
if (mPrefilterMap.isValid())
{
mProbeInfo->mCubemap = &mPrefilterMap;
mProbeInfo->mIrradianceCubemap = &mIrridianceMap;
mProbeInfo->mBRDFTexture = &mBrdfTexture;
}
}
void Skylight::generateTextures()
{
if (!mCubemap)
return;
if (!mResourcesCreated)
{
if (!createClientResources())
{
Con::errorf("SkyLight::createIrridianceMap: Failed to create resources");
return;
}
}
//GFXTransformSaver saver;
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GenerateIrradianceMap(renderTarget, mCubemap->mCubemap, mIrridianceMap);
//Write it out
char fileName[256];
dSprintf(fileName, 256, "levels/test/irradiance.DDS");
CubemapSaver::save(mIrridianceMap, fileName);
if (!Platform::isFile(fileName))
{
Con::errorf("Failed to properly save out the skylight baked irradiance!");
}
//create prefilter cubemap (radiance)
IBLUtilities::GeneratePrefilterMap(renderTarget, mCubemap->mCubemap, mPrefilterMipLevels, mPrefilterMap);
//Write it out
fileName[256];
dSprintf(fileName, 256, "levels/test/prefilter.DDS");
CubemapSaver::save(mPrefilterMap, fileName);
if (!Platform::isFile(fileName))
{
Con::errorf("Failed to properly save out the skylight baked irradiance!");
}
//create brdf lookup
IBLUtilities::GenerateBRDFTexture(mBrdfTexture);
/*FileStream fs;
if (fs.open("levels/test/brdf.DDS", Torque::FS::File::Write))
{
// Read back the render target, dxt compress it, and write it to disk.
GBitmap brdfBmp(mBrdfTexture.getHeight(), mBrdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
mBrdfTexture.copyToBmp(&brdfBmp);
brdfBmp.extrudeMipLevels();
DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
// Write result to file stream
brdfDDS->write(fs);
delete brdfDDS;
}
fs.close();*/
}
void Skylight::prepRenderImage(SceneRenderState *state)
{
if (!mEnabled || !Skylight::smRenderSkylights)
return;
Point3F distVec = getPosition() - state->getCameraPosition();
F32 dist = distVec.len();
//special hook-in for skylights
Point3F camPos = state->getCameraPosition();
mProbeInfo->mBounds.setCenter(camPos);
mProbeInfo->setPosition(camPos);
//Submit our probe to actually do the probe action
// Get a handy pointer to our RenderPassmanager
//RenderPassManager *renderPass = state->getRenderPass();
PROBEMGR->registerSkylight(mProbeInfo, this);
if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mCubemap != nullptr)
{
GFXTransformSaver saver;
// Calculate the distance of this object from the camera
Point3F cameraOffset;
getRenderTransform().getColumn(3, &cameraOffset);
cameraOffset -= state->getDiffuseCameraPosition();
F32 dist = cameraOffset.len();
if (dist < 0.01f)
dist = 0.01f;
// Set up the LOD for the shape
F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
// Make sure we have a valid level of detail
if (mEditorShapeInst->getCurrentDetail() < 0)
return;
BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
setPreviewMatParameters(state, probePrevMat);
// GFXTransformSaver is a handy helper class that restores
// the current GFX matrices to their original values when
// it goes out of scope at the end of the function
// Set up our TS render state
TSRenderState rdata;
rdata.setSceneState(state);
rdata.setFadeOverride(1.0f);
// We might have some forward lit materials
// so pass down a query to gather lights.
LightQuery query;
query.init(getWorldSphere());
rdata.setLightQuery(&query);
// Set the world matrix to the objects render transform
MatrixF mat = getRenderTransform();
mat.scale(Point3F(1, 1, 1));
GFX->setWorldMatrix(mat);
// Animate the the shape
mEditorShapeInst->animate();
// Allow the shape to submit the RenderInst(s) for itself
mEditorShapeInst->render(rdata);
saver.restore();
}
// If the light is selected or light visualization
// is enabled then register the callback.
const bool isSelectedInEditor = (gEditingMission && isSelected());
if (isSelectedInEditor)
{
}
}
void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
{
if (!mat->getFeatures().hasFeature(MFT_isDeferred))
return;
//Set up the params
MaterialParameters *matParams = mat->getMaterialParameters();
//Get the deferred render target
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
if (!deferredTexObject)
return;
GFX->setTexture(0, deferredTexObject);
//Set the cubemap
GFX->setCubeTexture(1, mCubemap->mCubemap);
//Set the invViewMat
MatrixSet &matrixSet = renderState->getRenderPass()->getMatrixSet();
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
MaterialParameterHandle *invViewMat = mat->getMaterialParameterHandle("$invViewMat");
matParams->setSafe(invViewMat, worldToCameraXfm);
}
DefineEngineMethod(Skylight, postApply, void, (), ,
"A utility method for forcing a network update.\n")
{
object->inspectPostApply();
}
void Skylight::bake(String outputPath, S32 resolution)
{
GFXDEBUGEVENT_SCOPE(Skylight_Bake, ColorI::WHITE);
PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
if (preCapture)
preCapture->enable();
if (deferredShading)
deferredShading->disable();
//if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
}
if (mReflectionModeType == BakedCubemap)
{
if (mReflectionPath.isEmpty() || !mPersistentId)
{
if (!mPersistentId)
mPersistentId = getOrCreatePersistentId();
mReflectionPath = outputPath.c_str();
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
}
}
bool validCubemap = true;
// Save the current transforms so we can restore
// it for child control rendering below.
GFXTransformSaver saver;
//bool saveEditingMission = gEditingMission;
//gEditingMission = false;
//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
bool probeRenderState = Skylight::smRenderSkylights;
Skylight::smRenderSkylights = false;
for (U32 i = 0; i < 6; ++i)
{
GFXTexHandle blendTex;
blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
GFX->clearTextureStateImmediate(0);
mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
// 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(getPosition());
matView.inverse();
// set projection to 90 degrees vertical and horizontal
F32 left, right, top, bottom;
F32 nearPlane = 100.f;
F32 farDist = 10000.f;
MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, ColorI::RED);
mBaseTarget->resolve();
mCubemap->setCubeFaceTexture(i, blendTex);
char fileName[256];
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), i);
FileStream stream;
if (!stream.open(fileName, Torque::FS::File::Write))
{
Con::errorf("ReflectionProbe::bake(): Couldn't open cubemap face file fo writing " + String(fileName));
if (preCapture)
preCapture->disable();
if (deferredShading)
deferredShading->enable();
return;
}
GBitmap bitmap(blendTex->getWidth(), blendTex->getHeight(), false, GFXFormatR8G8B8);
blendTex->copyToBmp(&bitmap);
bitmap.writeBitmap("png", stream);
if (Platform::isFile(fileName) && mCubemap)
{
mCubemap->setCubeFaceFile(i, FileName(fileName));
}
else
{
validCubemap = false;
break;
}
bitmap.deleteImage();
}
if (validCubemap)
{
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
char fileName[256];
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
CubemapSaver::save(mCubemap->mCubemap, fileName);
if (!Platform::isFile(fileName))
{
validCubemap = false; //if we didn't save right, just
Con::errorf("Failed to properly save out the skylight baked cubemap!");
}
}
if (validCubemap)
{
mDirty = false;
//remove the temp files
for (U32 i = 0; i < 6; i++)
{
char fileName[256];
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), i);
Platform::fileDelete(fileName);
}
}
//calculateSHTerms();
Skylight::smRenderSkylights = probeRenderState;
setMaskBits(-1);
if (preCapture)
preCapture->disable();
if (deferredShading)
deferredShading->enable();
}
DefineEngineMethod(Skylight, Bake, void, (String outputPath, S32 resolution), ("", 256),
"@brief returns true if control object is inside the fog\n\n.")
{
object->bake(outputPath, resolution);
}