Torque3D/Engine/source/environment/skyBox.cpp
JeffR c96d58ae34 - Updates the material and terrain material assets to utilize AssetRef and drop the old macros like how Image and ShapeAssets have been updated.
- Updates the various classes using materials to comply to the change.
- Also standardizes some getter names to follow the general convention image and shape used to keep things more consistent across the board to minimize usage friction.
- Shifts handling of fallback asset lookups for the thus-far converted classes to have them be loaded during core initialization rather than being loaded as part of other asset loading as that sometimes lead to nesting execution/stability errors. Explicit call now ensures the fallbacks are loaded before any other asset tries to load, so there's no room for confounding or having no fallback to work with.
2026-07-03 23:38:43 -05:00

643 lines
19 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 "environment/skyBox.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxTransformSaver.h"
#include "core/stream/fileStream.h"
#include "core/stream/bitStream.h"
#include "materials/materialManager.h"
#include "materials/materialFeatureTypes.h"
#include "materials/sceneData.h"
#include "T3D/gameFunctions.h"
#include "renderInstance/renderBinManager.h"
#include "materials/processedMaterial.h"
#include "gfx/gfxDebugEvent.h"
#include "math/util/matrixSet.h"
IMPLEMENT_CO_NETOBJECT_V1( SkyBox );
ConsoleDocClass( SkyBox,
"@brief Represents the sky with an artist-created cubemap.\n\n"
"SkyBox is not a directional light and should be used in conjunction with a Sun object.\n\n"
"@ingroup Atmosphere"
);
SkyBox::SkyBox()
{
mTypeMask |= EnvironmentObjectType | StaticObjectType;
mNetFlags.set(Ghostable | ScopeAlways);
mMatInstance = NULL;
mIsVBDirty = false;
mDrawBottom = true;
mPrimCount = 0;
mFogBandHeight = 0;
mMatrixSet = reinterpret_cast<MatrixSet *>(dMalloc_aligned(sizeof(MatrixSet), 16));
constructInPlace(mMatrixSet);
mFogBandMat = NULL;
mFogBandMatInst = NULL;
}
SkyBox::~SkyBox()
{
dFree_aligned(mMatrixSet);
if( mMatInstance )
SAFE_DELETE( mMatInstance );
SAFE_DELETE( mFogBandMatInst );
if ( mFogBandMat )
{
mFogBandMat->deleteObject();
mFogBandMat = NULL;
}
}
bool SkyBox::onAdd()
{
if ( !Parent::onAdd() )
return false;
setGlobalBounds();
resetWorldBox();
addToScene();
if ( isClientObject() )
{
_initRender();
_updateMaterial();
}
return true;
}
void SkyBox::onRemove()
{
removeFromScene();
Parent::onRemove();
}
void SkyBox::initPersistFields()
{
docsURL;
addGroup( "Sky Box" );
ADD_FIELD( "materialAsset", TypeMaterialAssetRef, Offset( mMaterialAssetRef, SkyBox ) )
.network(-1)
.doc( "The material asset for a cubemap material for the sky box." );
addField( "drawBottom", TypeBool, Offset( mDrawBottom, SkyBox ),
"If false the bottom of the skybox is not rendered." );
addFieldV( "fogBandHeight", TypeRangedF32, Offset( mFogBandHeight, SkyBox ), &CommonValidators::NormalizedFloat,
"The height (0-1) of the fog band from the horizon to the top of the SkyBox." );
endGroup( "Sky Box" );
Parent::initPersistFields();
}
void SkyBox::inspectPostApply()
{
Parent::inspectPostApply();
_updateMaterial();
}
U32 SkyBox::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( conn, mask, stream );
AssetDatabase.packDataAsset( stream, mMaterialAssetRef.getAssetId() );
stream->writeFlag( mDrawBottom );
stream->write( mFogBandHeight );
return retMask;
}
void SkyBox::unpackUpdate( NetConnection *conn, BitStream *stream )
{
Parent::unpackUpdate( conn, stream );
StringTableEntry oldMatId = mMaterialAssetRef.getAssetId();
mMaterialAssetRef = AssetDatabase.unpackDataAsset( stream );
if ( oldMatId != mMaterialAssetRef.getAssetId() )
{
_updateMaterial();
}
bool drawBottom = stream->readFlag();
F32 bandHeight = 0;
stream->read( &bandHeight );
// If this flag has changed
// we need to update the vertex buffer.
if ( drawBottom != mDrawBottom ||
bandHeight != mFogBandHeight )
{
mDrawBottom = drawBottom;
mFogBandHeight = bandHeight;
mIsVBDirty = true;
_initRender();
}
}
void SkyBox::prepRenderImage( SceneRenderState *state )
{
PROFILE_SCOPE( SkyBox_prepRenderImage );
if ( state->isShadowPass() ||
mVB.isNull() ||
mFogBandVB.isNull() ||
!mMatInstance )
return;
mMatrixSet->setSceneView(GFX->getWorldMatrix());
mMatrixSet->setSceneProjection(GFX->getProjectionMatrix());
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &SkyBox::_renderObject );
ri->type = RenderPassManager::RIT_Sky;
ri->defaultKey = 10;
ri->defaultKey2 = 0;
state->getRenderPass()->addInst( ri );
}
void SkyBox::_renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi )
{
GFXDEBUGEVENT_SCOPE( SkyBox_RenderObject, ColorI::WHITE );
GFXTransformSaver saver;
GFX->setVertexBuffer( mVB );
MatrixF worldMat = MatrixF::Identity;
worldMat.setPosition( state->getCameraPosition() );
SceneData sgData;
sgData.init( state );
sgData.objTrans = &worldMat;
mMatrixSet->restoreSceneViewProjection();
mMatrixSet->setWorld( worldMat );
if ( state->isReflectPass() )
mMatrixSet->setProjection( state->getSceneManager()->getNonClipProjection() );
while ( mMatInstance->setupPass( state, sgData ) )
{
mMatInstance->setTransforms( *mMatrixSet, state );
mMatInstance->setSceneInfo( state, sgData );
GFX->drawPrimitive( GFXTriangleList, 0, mPrimCount );
}
// Draw render band.
if ( mFogBandHeight > 0 && mFogBandMatInst )
{
const FogData &fog = state->getSceneManager()->getFogData();
if ( mLastFogColor != fog.color )
{
mLastFogColor = fog.color;
_initRender();
}
// Just need it to follow the camera... no rotation.
MatrixF camPosMat( MatrixF::Identity );
camPosMat.setPosition( worldMat.getPosition() );
sgData.objTrans = &camPosMat;
mMatrixSet->setWorld( *sgData.objTrans );
while ( mFogBandMatInst->setupPass( state, sgData ) )
{
mFogBandMatInst->setTransforms( *mMatrixSet, state );
mFogBandMatInst->setSceneInfo( state, sgData );
GFX->setVertexBuffer( mFogBandVB );
GFX->drawPrimitive( GFXTriangleList, 0, 16 );
}
}
}
void SkyBox::_initRender()
{
GFXVertexPNT *tmpVerts = NULL;
U32 vertCount = 36;
if ( !mDrawBottom )
vertCount = 30;
mPrimCount = vertCount / 3;
// Create temp vertex pointer
// so we can read from it
// for generating the normals below.
tmpVerts = new GFXVertexPNT[vertCount];
// We don't bother sharing
// vertices here, in order to
// avoid using a primitive buffer.
tmpVerts[0].point.set( -1, -1, 1 );
tmpVerts[1].point.set( 1, -1, 1 );
tmpVerts[2].point.set( 1, -1, -1 );
tmpVerts[0].texCoord.set( 0, 0 );
tmpVerts[1].texCoord.set( 1.0f, 0 );
tmpVerts[2].texCoord.set( 1.0f, 1.0f );
tmpVerts[3].point.set( -1, -1, 1 );
tmpVerts[4].point.set( 1, -1, -1 );
tmpVerts[5].point.set( -1, -1, -1 );
tmpVerts[3].texCoord.set( 0, 0 );
tmpVerts[4].texCoord.set( 1.0f, 1.0f );
tmpVerts[5].texCoord.set( 0, 1.0f );
tmpVerts[6].point.set( 1, -1, 1 );
tmpVerts[7].point.set( 1, 1, 1 );
tmpVerts[8].point.set( 1, 1, -1 );
tmpVerts[6].texCoord.set( 0, 0 );
tmpVerts[7].texCoord.set( 1.0f, 0 );
tmpVerts[8].texCoord.set( 1.0f, 1.0f );
tmpVerts[9].point.set( 1, -1, 1 );
tmpVerts[10].point.set( 1, 1, -1 );
tmpVerts[11].point.set( 1, -1, -1 );
tmpVerts[9].texCoord.set( 0, 0 );
tmpVerts[10].texCoord.set( 1.0f, 1.0f );
tmpVerts[11].texCoord.set( 0, 1.0f );
tmpVerts[12].point.set( -1, 1, 1 );
tmpVerts[13].point.set( -1, -1, 1 );
tmpVerts[14].point.set( -1, -1, -1 );
tmpVerts[12].texCoord.set( 0, 0 );
tmpVerts[13].texCoord.set( 1.0f, 0 );
tmpVerts[14].texCoord.set( 1.0f, 1.0f );
tmpVerts[15].point.set( -1, 1, 1 );
tmpVerts[16].point.set( -1, -1, -1 );
tmpVerts[17].point.set( -1, 1, -1 );
tmpVerts[15].texCoord.set( 0, 0 );
tmpVerts[16].texCoord.set( 1.0f, 1.0f );
tmpVerts[17].texCoord.set( 1.0f, 0 );
tmpVerts[18].point.set( 1, 1, 1 );
tmpVerts[19].point.set( -1, 1, 1 );
tmpVerts[20].point.set( -1, 1, -1 );
tmpVerts[18].texCoord.set( 0, 0 );
tmpVerts[19].texCoord.set( 1.0f, 0 );
tmpVerts[20].texCoord.set( 1.0f, 1.0f );
tmpVerts[21].point.set( 1, 1, 1 );
tmpVerts[22].point.set( -1, 1, -1 );
tmpVerts[23].point.set( 1, 1, -1 );
tmpVerts[21].texCoord.set( 0, 0 );
tmpVerts[22].texCoord.set( 1.0f, 1.0f );
tmpVerts[23].texCoord.set( 0, 1.0f );
tmpVerts[24].point.set( -1, -1, 1 );
tmpVerts[25].point.set( -1, 1, 1 );
tmpVerts[26].point.set( 1, 1, 1 );
tmpVerts[24].texCoord.set( 0, 0 );
tmpVerts[25].texCoord.set( 1.0f, 0 );
tmpVerts[26].texCoord.set( 1.0f, 1.0f );
tmpVerts[27].point.set( -1, -1, 1 );
tmpVerts[28].point.set( 1, 1, 1 );
tmpVerts[29].point.set( 1, -1, 1 );
tmpVerts[27].texCoord.set( 0, 0 );
tmpVerts[28].texCoord.set( 1.0f, 1.0f );
tmpVerts[29].texCoord.set( 0, 1.0f );
// Only set up these
// vertices if the SkyBox
// is set to render the bottom face.
if ( mDrawBottom )
{
tmpVerts[30].point.set( 1, 1, -1 );
tmpVerts[31].point.set( -1, 1, -1 );
tmpVerts[32].point.set( -1, -1, -1 );
tmpVerts[30].texCoord.set( 1.0f, 1.0f );
tmpVerts[31].texCoord.set( 1.0f, 0 );
tmpVerts[32].texCoord.set( 0, 0 );
tmpVerts[33].point.set( 1, -1, -1 );
tmpVerts[34].point.set( 1, 1, -1 );
tmpVerts[35].point.set( -1, -1, -1 );
tmpVerts[33].texCoord.set( 0, 1.0f );
tmpVerts[34].texCoord.set( 1.0f, 1.0f );
tmpVerts[35].texCoord.set( 0, 0 );
}
VectorF tmp( 0, 0, 0 );
for ( U32 i = 0; i < vertCount; i++ )
{
//tmp = tmpVerts[i].point;
//tmp.normalize();
//tmpVerts[i].normal.set( tmp );
// Note: SkyBox renders with a regular material, which uses the "Reflect Cube"
// feature.
//
// This feature is really designed a cubemap representing a reflection
// on an objects surface and therefore looks up into the cubemap with the
// cubemap-space view vector reflected by the vert normal.
//
// Since we are actually viewing the skybox from "inside" not from
// "outside" this reflection ends up making the cubemap appear upsidown.
// Therefore we set the vert-normals to "zero" so that the reflection
// operation returns the input, unreflected, vector.
tmpVerts[i].normal.set( Point3F::Zero );
}
if ( mVB.isNull() || mIsVBDirty )
{
mVB.set( GFX, vertCount, GFXBufferTypeStatic );
mIsVBDirty = false;
}
GFXVertexPNT *vertPtr = mVB.lock();
if (!vertPtr)
{
delete[] tmpVerts;
return;
}
dMemcpy(vertPtr, tmpVerts, sizeof( GFXVertexPNT) * vertCount);
mVB.unlock();
// Clean up temp verts.
delete [] tmpVerts;
if ( mFogBandVB.isNull() )
mFogBandVB.set( GFX, 48, GFXBufferTypeStatic );
GFXVertexPC *bandVertPtr = mFogBandVB.lock();
if(!bandVertPtr) return;
// Grab the fog color.
ColorI fogColor( mLastFogColor.red * 255, mLastFogColor.green * 255, mLastFogColor.blue * 255 );
ColorI fogColorAlpha( mLastFogColor.red * 255, mLastFogColor.green * 255, mLastFogColor.blue * 255, 0 );
// Upper portion of band geometry.
{
bandVertPtr[0].point.set( -1, -1, mFogBandHeight );
bandVertPtr[1].point.set( 1, -1, mFogBandHeight );
bandVertPtr[2].point.set( 1, -1, 0 );
bandVertPtr[0].color.set( fogColorAlpha );
bandVertPtr[1].color.set( fogColorAlpha );
bandVertPtr[2].color.set( fogColor );
bandVertPtr[3].point.set( -1, -1, mFogBandHeight );
bandVertPtr[4].point.set( 1, -1, 0 );
bandVertPtr[5].point.set( -1, -1, 0 );
bandVertPtr[3].color.set( fogColorAlpha );
bandVertPtr[4].color.set( fogColor );
bandVertPtr[5].color.set( fogColor );
bandVertPtr[6].point.set( 1, -1, mFogBandHeight );
bandVertPtr[7].point.set( 1, 1, mFogBandHeight );
bandVertPtr[8].point.set( 1, 1, 0 );
bandVertPtr[6].color.set( fogColorAlpha );
bandVertPtr[7].color.set( fogColorAlpha );
bandVertPtr[8].color.set( fogColor );
bandVertPtr[9].point.set( 1, -1, mFogBandHeight );
bandVertPtr[10].point.set( 1, 1, 0 );
bandVertPtr[11].point.set( 1, -1, 0 );
bandVertPtr[9].color.set( fogColorAlpha );
bandVertPtr[10].color.set( fogColor );
bandVertPtr[11].color.set( fogColor );
bandVertPtr[12].point.set( -1, 1, mFogBandHeight );
bandVertPtr[13].point.set( -1, -1, mFogBandHeight );
bandVertPtr[14].point.set( -1, -1, 0 );
bandVertPtr[12].color.set( fogColorAlpha );
bandVertPtr[13].color.set( fogColorAlpha );
bandVertPtr[14].color.set( fogColor );
bandVertPtr[15].point.set( -1, 1, mFogBandHeight );
bandVertPtr[16].point.set( -1, -1, 0 );
bandVertPtr[17].point.set( -1, 1, 0 );
bandVertPtr[15].color.set( fogColorAlpha );
bandVertPtr[16].color.set( fogColor );
bandVertPtr[17].color.set( fogColor );
bandVertPtr[18].point.set( 1, 1, mFogBandHeight );
bandVertPtr[19].point.set( -1, 1, mFogBandHeight );
bandVertPtr[20].point.set( -1, 1, 0 );
bandVertPtr[18].color.set( fogColorAlpha );
bandVertPtr[19].color.set( fogColorAlpha );
bandVertPtr[20].color.set( fogColor );
bandVertPtr[21].point.set( 1, 1, mFogBandHeight );
bandVertPtr[22].point.set( -1, 1, 0 );
bandVertPtr[23].point.set( 1, 1, 0 );
bandVertPtr[21].color.set( fogColorAlpha );
bandVertPtr[22].color.set( fogColor );
bandVertPtr[23].color.set( fogColor );
}
// Lower portion of band geometry.
{
bandVertPtr[24].point.set( -1, -1, 0 );
bandVertPtr[25].point.set( 1, -1, 0 );
bandVertPtr[26].point.set( 1, -1, -1 );
bandVertPtr[24].color.set( fogColor );
bandVertPtr[25].color.set( fogColor );
bandVertPtr[26].color.set( fogColor );
bandVertPtr[27].point.set( -1, -1, 0 );
bandVertPtr[28].point.set( 1, -1, -1 );
bandVertPtr[29].point.set( -1, -1, -1 );
bandVertPtr[27].color.set( fogColor );
bandVertPtr[28].color.set( fogColor );
bandVertPtr[29].color.set( fogColor );
bandVertPtr[30].point.set( 1, -1, 0 );
bandVertPtr[31].point.set( 1, 1, 0 );
bandVertPtr[32].point.set( 1, 1, -1 );
bandVertPtr[30].color.set( fogColor );
bandVertPtr[31].color.set( fogColor );
bandVertPtr[32].color.set( fogColor );
bandVertPtr[33].point.set( 1, -1, 0 );
bandVertPtr[34].point.set( 1, 1, -1 );
bandVertPtr[35].point.set( 1, -1, -1 );
bandVertPtr[33].color.set( fogColor );
bandVertPtr[34].color.set( fogColor );
bandVertPtr[35].color.set( fogColor );
bandVertPtr[36].point.set( -1, 1, 0 );
bandVertPtr[37].point.set( -1, -1, 0 );
bandVertPtr[38].point.set( -1, -1, -1 );
bandVertPtr[36].color.set( fogColor );
bandVertPtr[37].color.set( fogColor );
bandVertPtr[38].color.set( fogColor );
bandVertPtr[39].point.set( -1, 1, 0 );
bandVertPtr[40].point.set( -1, -1, -1 );
bandVertPtr[41].point.set( -1, 1, -1 );
bandVertPtr[39].color.set( fogColor );
bandVertPtr[40].color.set( fogColor );
bandVertPtr[41].color.set( fogColor );
bandVertPtr[42].point.set( 1, 1, 0 );
bandVertPtr[43].point.set( -1, 1, 0 );
bandVertPtr[44].point.set( -1, 1, -1 );
bandVertPtr[42].color.set( fogColor );
bandVertPtr[43].color.set( fogColor );
bandVertPtr[44].color.set( fogColor );
bandVertPtr[45].point.set( 1, 1, 0 );
bandVertPtr[46].point.set( -1, 1, -1 );
bandVertPtr[47].point.set( 1, 1, -1 );
bandVertPtr[45].color.set( fogColor );
bandVertPtr[46].color.set( fogColor );
bandVertPtr[47].color.set( fogColor );
}
mFogBandVB.unlock();
SAFE_DELETE( mFogBandMatInst );
if ( mFogBandMat )
{
mFogBandMat->deleteObject();
mFogBandMat = NULL;
}
// Setup the material for this imposter.
mFogBandMat = MATMGR->allocateAndRegister( String::EmptyString );
mFogBandMat->mAutoGenerated = true;
mFogBandMat->mTranslucent = true;
mFogBandMat->mVertColor[0] = true;
mFogBandMat->mDoubleSided = true;
mFogBandMat->mReceiveShadows[0] = false;
FeatureSet features = MATMGR->getDefaultFeatures();
features.addFeature(MFT_isBackground);
mFogBandMatInst = mFogBandMat->createMatInstance();
mFogBandMatInst->init(features, getGFXVertexFormat<GFXVertexPC>() );
}
void SkyBox::onStaticModified( const char *slotName, const char *newValue )
{
Parent::onStaticModified( slotName, newValue );
if ( dStricmp( slotName, "material" ) == 0 )
setMaskBits( 0xFFFFFFFF );
}
void SkyBox::_initMaterial()
{
if ( mMatInstance )
SAFE_DELETE( mMatInstance );
if (mMaterialAssetRef.notNull())
mMatInstance = mMaterialAssetRef.assetPtr->getMaterial()->createMatInstance();
else
mMatInstance = MATMGR->createMatInstance( "WarningMaterial" );
// We want to disable culling and z write.
GFXStateBlockDesc desc;
desc.setCullMode( GFXCullNone );
desc.setBlend( true );
desc.setZReadWrite( true, false );
desc.zFunc = GFXCmpGreaterEqual;
mMatInstance->addStateBlockDesc( desc );
// Also disable lighting on the skybox material by default.
FeatureSet features = MATMGR->getDefaultFeatures();
features.removeFeature( MFT_RTLighting );
features.removeFeature( MFT_Visibility );
features.removeFeature(MFT_ReflectionProbes);
features.addFeature(MFT_isBackground);
features.addFeature(MFT_SkyBox);
// Now initialize the material.
mMatInstance->init(features, getGFXVertexFormat<GFXVertexPNT>());
}
void SkyBox::_updateMaterial()
{
if (mMaterialAssetRef.notNull())
_initMaterial();
}
BaseMatInstance* SkyBox::_getMaterialInstance()
{
if (!mMaterialAssetRef.notNull() || !mMatInstance || mMatInstance->getMaterial() != mMaterialAssetRef.assetPtr->getMaterial().getPointer())
_initMaterial();
if ( !mMatInstance )
return NULL;
return mMatInstance;
}
DefineEngineMethod( SkyBox, postApply, void, (), , "")
{
object->inspectPostApply();
}