mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Temporarily disabled logic for forward render of probes to avoid data mangle. TODO: fix up forward once deferred math is locked in Split probe modes out into distinct environmental probe objects Removed the probes from tracking their own baked cubemap file paths and instead have a pref store it Removed old probe shaders and materials that aren't used now. Fixed mLastConst memory leak by removing nono line.
266 lines
8.1 KiB
C++
266 lines
8.1 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 "T3D/lighting/Skylight.h"
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#include "math/mathIO.h"
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#include "scene/sceneRenderState.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "materials/baseMatInstance.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/gfxTransformSaver.h"
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#include "math/mathUtils.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "core/stream/fileStream.h"
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#include "core/fileObject.h"
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#include "core/resourceManager.h"
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#include "console/simPersistId.h"
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#include "T3D/gameFunctions.h"
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#include "postFx/postEffect.h"
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#include "renderInstance/renderProbeMgr.h"
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#include "renderInstance/renderProbeMgr.h"
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#include "math/util/sphereMesh.h"
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#include "materials/materialManager.h"
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#include "math/util/matrixSet.h"
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#include "gfx/bitmap/cubemapSaver.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/bitmap/imageUtils.h"
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#include "T3D/lighting/IBLUtilities.h"
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extern bool gEditingMission;
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extern ColorI gCanvasClearColor;
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bool Skylight::smRenderSkylights = true;
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IMPLEMENT_CO_NETOBJECT_V1(Skylight);
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ConsoleDocClass(Skylight,
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"@brief An example scene object which renders a mesh.\n\n"
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"This class implements a basic SceneObject that can exist in the world at a "
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"3D position and render itself. There are several valid ways to render an "
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"object in Torque. This class implements the preferred rendering method which "
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"is to submit a MeshRenderInst along with a Material, vertex buffer, "
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"primitive buffer, and transform and allow the RenderMeshMgr handle the "
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"actual setup and rendering for you.\n\n"
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"See the C++ code for implementation details.\n\n"
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"@ingroup Examples\n");
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//-----------------------------------------------------------------------------
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// Object setup and teardown
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//-----------------------------------------------------------------------------
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Skylight::Skylight() : ReflectionProbe()
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{
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mCaptureMask = SKYLIGHT_CAPTURE_TYPEMASK;
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}
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Skylight::~Skylight()
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{
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}
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//-----------------------------------------------------------------------------
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// Object Editing
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//-----------------------------------------------------------------------------
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void Skylight::initPersistFields()
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{
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// SceneObject already handles exposing the transform
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Parent::initPersistFields();
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}
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void Skylight::inspectPostApply()
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{
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Parent::inspectPostApply();
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mDirty = true;
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// Flag the network mask to send the updates
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// to the client object
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setMaskBits(-1);
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}
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bool Skylight::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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return true;
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}
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void Skylight::onRemove()
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{
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Parent::onRemove();
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}
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void Skylight::setTransform(const MatrixF & mat)
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{
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// Let SceneObject handle all of the matrix manipulation
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Parent::setTransform(mat);
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mDirty = true;
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// Dirty our network mask so that the new transform gets
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// transmitted to the client object
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setMaskBits(TransformMask);
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}
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U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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{
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// Allow the Parent to get a crack at writing its info
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U32 retMask = Parent::packUpdate(conn, mask, stream);
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return retMask;
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}
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void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
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{
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// Let the Parent read any info it sent
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Parent::unpackUpdate(conn, stream);
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}
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//-----------------------------------------------------------------------------
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// Object Rendering
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//-----------------------------------------------------------------------------
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void Skylight::updateProbeParams()
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{
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Parent::updateProbeParams();
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mProbeInfo->mProbeShapeType = ProbeRenderInst::Sphere;
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mProbeInfo->setPosition(getPosition());
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// Skip our transform... it just dirties mask bits.
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Parent::setTransform(mObjToWorld);
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resetWorldBox();
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F32 visDist = gClientSceneGraph->getVisibleDistance();
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Box3F skylightBounds = Box3F(visDist * 2);
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skylightBounds.setCenter(Point3F::Zero);
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mProbeInfo->setPosition(Point3F::Zero);
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mProbeInfo->mBounds = skylightBounds;
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setGlobalBounds();
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mProbeInfo->mIsSkylight = true;
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mProbeInfo->mScore = -1.0f; //sky comes first
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}
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void Skylight::prepRenderImage(SceneRenderState *state)
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{
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if (!mEnabled || !Skylight::smRenderSkylights)
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return;
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//special hook-in for skylights
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Point3F camPos = state->getCameraPosition();
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mProbeInfo->mBounds.setCenter(camPos);
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mProbeInfo->setPosition(camPos);
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//Submit our probe to actually do the probe action
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// Get a handy pointer to our RenderPassmanager
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//RenderPassManager *renderPass = state->getRenderPass();
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//PROBEMGR->registerSkylight(mProbeInfo, this);
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if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
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{
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GFXTransformSaver saver;
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// Calculate the distance of this object from the camera
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Point3F cameraOffset;
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getRenderTransform().getColumn(3, &cameraOffset);
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cameraOffset -= state->getDiffuseCameraPosition();
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F32 dist = cameraOffset.len();
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if (dist < 0.01f)
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dist = 0.01f;
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// Set up the LOD for the shape
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F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
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mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
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// Make sure we have a valid level of detail
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if (mEditorShapeInst->getCurrentDetail() < 0)
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return;
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BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
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setPreviewMatParameters(state, probePrevMat);
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// GFXTransformSaver is a handy helper class that restores
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// the current GFX matrices to their original values when
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// it goes out of scope at the end of the function
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// Set up our TS render state
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TSRenderState rdata;
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rdata.setSceneState(state);
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rdata.setFadeOverride(1.0f);
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// We might have some forward lit materials
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// so pass down a query to gather lights.
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LightQuery query;
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query.init(getWorldSphere());
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rdata.setLightQuery(&query);
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// Set the world matrix to the objects render transform
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MatrixF mat = getRenderTransform();
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mat.scale(Point3F(1, 1, 1));
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GFX->setWorldMatrix(mat);
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// Animate the the shape
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mEditorShapeInst->animate();
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// Allow the shape to submit the RenderInst(s) for itself
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mEditorShapeInst->render(rdata);
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saver.restore();
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}
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// If the light is selected or light visualization
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// is enabled then register the callback.
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const bool isSelectedInEditor = (gEditingMission && isSelected());
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if (isSelectedInEditor)
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{
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}
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}
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void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
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{
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Parent::setPreviewMatParameters(renderState, mat);
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}
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DefineEngineMethod(Skylight, postApply, void, (), ,
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"A utility method for forcing a network update.\n")
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{
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object->inspectPostApply();
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} |