mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Also fixes handling of metal materials during bakes to render properly, and fixes a possible double-up return in findObjectByType, which could cause doubling when getting probes in the scene
236 lines
5.7 KiB
C++
236 lines
5.7 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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#ifndef _REFLECTOR_H_
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#define _REFLECTOR_H_
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#ifndef _GFXCUBEMAP_H_
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#include "gfx/gfxCubemap.h"
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#endif
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#ifndef _GFXTARGET_H_
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#include "gfx/gfxTarget.h"
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#endif
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#ifndef _SIMDATABLOCK_H_
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#include "console/simDatablock.h"
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#endif
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _MATHUTIL_FRUSTUM_H_
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#include "math/util/frustum.h"
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#endif
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struct CameraQuery;
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class Point2I;
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class Frustum;
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class SceneManager;
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class SceneObject;
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class GFXOcclusionQuery;
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struct ReflectParams
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{
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const CameraQuery *query;
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Point2I viewportExtent;
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Frustum culler;
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U32 startOfUpdateMs;
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S8 eyeId;
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};
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class ReflectorDesc : public SimDataBlock
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{
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typedef SimDataBlock Parent;
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public:
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ReflectorDesc();
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virtual ~ReflectorDesc();
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DECLARE_CONOBJECT( ReflectorDesc );
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static void initPersistFields();
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virtual void packData( BitStream *stream );
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virtual void unpackData( BitStream* stream );
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virtual bool preload( bool server, String &errorStr );
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U32 texSize;
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F32 nearDist;
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F32 farDist;
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U32 objectTypeMask;
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F32 detailAdjust;
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F32 priority;
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U32 maxRateMs;
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bool useOcclusionQuery;
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//U32 lastLodSize;
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};
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class ReflectorBase
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{
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public:
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ReflectorBase();
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virtual ~ReflectorBase();
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bool isEnabled() const { return mEnabled; }
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virtual void unregisterReflector();
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virtual F32 calcScore( const ReflectParams ¶ms );
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virtual void updateReflection( const ReflectParams ¶ms ) {}
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GFXOcclusionQuery* getOcclusionQuery() const { return mOcclusionQuery; }
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bool isOccluded() const { return mOccluded; }
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/// Returns true if this reflector is in the process of rendering.
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bool isRendering() const { return mIsRendering; }
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/// Signifies that the query has not finished yet and a new query
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/// does not need to be submitted.
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bool mQueryPending;
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protected:
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bool mEnabled;
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bool mIsRendering;
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GFXOcclusionQuery *mOcclusionQuery;
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bool mOccluded;
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SceneObject *mObject;
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ReflectorDesc *mDesc;
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public:
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// These are public because some of them
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// are exposed as fields.
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F32 score;
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U32 lastUpdateMs;
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};
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typedef Vector<ReflectorBase*> ReflectorList;
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class CubeReflector : public ReflectorBase
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{
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typedef ReflectorBase Parent;
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public:
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CubeReflector();
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virtual ~CubeReflector() {}
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void registerReflector( SceneObject *inObject,
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ReflectorDesc *inDesc );
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virtual void unregisterReflector();
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virtual void updateReflection( const ReflectParams ¶ms, Point3F explicitPostion = Point3F::Max);
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GFXCubemap* getCubemap() const { return mCubemap; }
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void updateFace( const ReflectParams ¶ms, U32 faceidx, Point3F explicitPostion = Point3F::Max);
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F32 calcFaceScore( const ReflectParams ¶ms, U32 faceidx );
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protected:
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GFXTexHandle mDepthBuff;
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GFXTextureTargetRef mRenderTarget;
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GFXCubemapHandle mCubemap;
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U32 mLastTexSize;
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class CubeFaceReflector : public ReflectorBase
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{
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typedef ReflectorBase Parent;
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friend class CubeReflector;
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public:
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U32 faceIdx;
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CubeReflector *cube;
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virtual void updateReflection( const ReflectParams ¶ms ) { cube->updateFace( params, faceIdx ); }
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virtual F32 calcScore( const ReflectParams ¶ms );
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};
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CubeFaceReflector mFaces[6];
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};
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class PlaneReflector : public ReflectorBase
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{
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typedef ReflectorBase Parent;
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public:
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PlaneReflector()
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{
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refplane.set( Point3F(0,0,0), Point3F(0,0,1) );
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objectSpace = false;
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mLastTexSize = Point2I(0,0);
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}
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virtual ~PlaneReflector() {}
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void registerReflector( SceneObject *inObject,
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ReflectorDesc *inDesc );
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virtual F32 calcScore( const ReflectParams ¶ms );
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virtual void updateReflection( const ReflectParams ¶ms );
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/// Set up the GFX matrices
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void setGFXMatrices( const MatrixF &camTrans );
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/// Set up camera matrix for a reflection on the plane
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MatrixF getCameraReflection( const MatrixF &camTrans );
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/// Oblique frustum clipping - use near plane of zbuffer as a clip plane
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MatrixF getFrustumClipProj( MatrixF &modelview );
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protected:
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Point2I mLastTexSize;
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// The camera position at the last update.
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Point3F mLastPos;
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// The camera direction at the last update.
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VectorF mLastDir;
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public:
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GFXTextureTargetRef reflectTarget;
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GFXTexHandle innerReflectTex[2]; /// < Textures we actually render to
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GFXTexHandle reflectTex; ///< Last texture we rendered to
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GFXTexHandle depthBuff;
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PlaneF refplane;
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bool objectSpace;
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};
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#endif // _REFLECTOR_H_
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