Torque3D/Engine/source/T3D/lighting/boxEnvironmentProbe.cpp

180 lines
5.5 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/boxEnvironmentProbe.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 "T3D/gameFunctions.h"
#include "postFx/postEffect.h"
#include "renderInstance/renderProbeMgr.h"
#include "renderInstance/renderProbeMgr.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;
IMPLEMENT_CO_NETOBJECT_V1(BoxEnvironmentProbe);
ConsoleDocClass(BoxEnvironmentProbe,
"@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");
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
BoxEnvironmentProbe::BoxEnvironmentProbe() : ReflectionProbe()
{
mCaptureMask = REFLECTION_PROBE_CAPTURE_TYPEMASK;
mProbeShapeType = ProbeRenderInst::Box;
mAtten = 0.0;
}
BoxEnvironmentProbe::~BoxEnvironmentProbe()
{
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void BoxEnvironmentProbe::initPersistFields()
{
// SceneObject already handles exposing the transform
Parent::initPersistFields();
addField("attenuation", TypeF32, Offset(mAtten, BoxEnvironmentProbe), "falloff percent");
removeField("radius");
}
void BoxEnvironmentProbe::inspectPostApply()
{
Parent::inspectPostApply();
mDirty = true;
// Flag the network mask to send the updates
// to the client object
setMaskBits(-1);
}
bool BoxEnvironmentProbe::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void BoxEnvironmentProbe::onRemove()
{
Parent::onRemove();
}
void BoxEnvironmentProbe::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 BoxEnvironmentProbe::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 & UpdateMask))
{
stream->write(mAtten);
}
return retMask;
}
void BoxEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
{
// Let the Parent read any info it sent
Parent::unpackUpdate(conn, stream);
if (stream->readFlag()) // UpdateMask
{
stream->read(&mAtten);
}
}
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void BoxEnvironmentProbe::updateProbeParams()
{
Parent::updateProbeParams();
mProbeInfo->mProbeShapeType = ProbeRenderInst::Box;
mProbeInfo->mAtten = mAtten;
PROBEMGR->updateProbes();
updateCubemaps();
}
void BoxEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
{
Parent::setPreviewMatParameters(renderState, mat);
}