//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef REFLECTIONPROBE_H
#define REFLECTIONPROBE_H
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#include "lighting/lightInfo.h"
#ifndef _RENDERPASSMANAGER_H_
#include "renderInstance/renderPassManager.h"
#endif
class BaseMatInstance;
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
class ReflectionProbe : public SceneObject
{
typedef SceneObject Parent;
friend class RenderProbeMgr;
public:
///
/// Used to dictate what sort of cubemap the probes use when using IBL
///
enum ReflectionModeType
{
NoReflection = 0,
StaticCubemap = 1,
BakedCubemap = 2,
DynamicCubemap = 5,
};
///
/// This contains all the important data the Probe uses for rendering.
///
struct ProbeInfo
{
bool mIsEnabled;
MatrixF mTransform;
ReflectionProbe* mObject;
F32 mRadius;
bool mDirty;
Box3F mBounds;
Point3F mExtents;
Point3F mPosition;
Point3F mProbeRefOffset;
Point3F mProbeRefScale;
F32 mAtten;
F32 mScore;
GFXCubemapHandle mPrefilterCubemap;
GFXCubemapHandle mIrradianceCubemap;
/// The priority of this light used for
/// light and shadow scoring.
F32 mPriority;
enum ProbeShapeType
{
Box = 0,
Sphere = 1,
Skylight = 2
};
ProbeShapeType mProbeShapeType;
public:
ProbeInfo() : mScore(0) {}
~ProbeInfo() {}
// Copies data passed in from light
void set(const ProbeInfo* probeInfo);
// Accessors
const MatrixF& getTransform() const { return mTransform; }
void setTransform(const MatrixF& xfm) { mTransform = xfm; }
Point3F getPosition() const { return mPosition; }
void setPosition(const Point3F& pos) { mPosition = pos; }
void setPriority(F32 priority) { mPriority = priority; }
F32 getPriority() const { return mPriority; }
void clear();
};
protected:
// Networking masks
// We need to implement a mask specifically to handle
// updating our transform from the server object to its
// client-side "ghost". We also need to implement a
// maks for handling editor updates to our properties
// (like material).
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
StaticDataMask = Parent::NextFreeMask << 1,
EnabledMask = Parent::NextFreeMask << 2,
NextFreeMask = Parent::NextFreeMask << 3
};
///
/// Only used for interfacing with the editor's inspector bake button
///
bool mBakeReflections;
///
/// Whether this probe is enabled or not
///
bool mEnabled;
bool mDirty;
///
/// Whether this probe's cubemap is dirty or not
///
bool mCubemapDirty;
#ifdef TORQUE_TOOLS
///
/// Used only when the editor is loaded, this is the shape data used for the probe viewing(aka, a sphere)
///
Resource mEditorShape;
///
/// This is the shape instance of the editor shape data
///
TSShapeInstance* mEditorShapeInst;
#endif // TORQUE_TOOLS
//--------------------------------------------------------------------------
// Rendering variables
//--------------------------------------------------------------------------
///
/// The shape of the probe
///
ProbeInfo::ProbeShapeType mProbeShapeType;
///
/// This is effectively a packed cache of the probe data actually utilized for rendering.
/// The RenderProbeManager uses this via the probe calling registerProbe on creation, and unregisterProbe on destruction
/// When the manager goes to render it has the compacted data to read over more efficiently for setting up what probes should
/// Actually render in that frame
///
ProbeInfo mProbeInfo;
///
/// Used to dictate what sort of cubemap the probes use when using IBL
///
ReflectionModeType mReflectionModeType;
///
/// The radius of the probe's influence. Only really relevent in Sphere probes
///
F32 mRadius;
///
/// The reference positional offset for the probe. This is used for adjusting the perceived center and area of influence.
/// Helpful in adjusting parallax issues
///
Point3F mProbeRefOffset;
///
/// The reference scale for the probe. This is used for adjusting the perceived center and area of influence.
/// Helpful in adjusting parallax issues
///
Point3F mProbeRefScale;
///
/// Only used for interfacing with the editor's inspector edit offset button
///
bool mEditPosOffset;
///
/// This is used when a static cubemap is used. The name of the cubemap is looked up and loaded for the IBL calculations
///
StringTableEntry mCubemapName;
CubemapData *mStaticCubemap;
GFXCubemapHandle mDynamicCubemap;
//String cubeDescName;
//U32 cubeDescId;
//ReflectorDesc *reflectorDesc;
//Utilized in dynamic reflections
//CubeReflector mCubeReflector;
bool mUseHDRCaptures;
//irridiance resources
CubemapData *mIrridianceMap;
//prefilter resources
CubemapData *mPrefilterMap;
U32 mPrefilterMipLevels;
U32 mPrefilterSize;
///
/// This is calculated based on the object's persistantID. Effectively a unique hash ID to set it apart from other probes
/// Used to ensure the cubemaps named when baking are unique
///
String mProbeUniqueID;
//Debug rendering
static bool smRenderPreviewProbes;
U32 mDynamicLastBakeMS;
U32 mRefreshRateMS;
bool mResourcesCreated;
U32 mCaptureMask;
public:
ReflectionProbe();
virtual ~ReflectionProbe();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(ReflectionProbe);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Allows the object to update its editable settings
// from the server object to the client
virtual void inspectPostApply();
static bool _setEnabled(void *object, const char *index, const char *data);
static bool _doBake(void *object, const char *index, const char *data);
static bool _toggleEditPosOffset(void *object, const char *index, const char *data);
static bool _setRadius(void *object, const char *index, const char *data);
static bool _setReflectionMode(void *object, const char *index, const char *data);
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
///
/// This is called when the object is deleted. It allows us to do special-case cleanup actions
/// In probes' case, it's used to delete baked cubemap files
///
virtual void handleDeleteAction();
// Override this so that we can dirty the network flag when it is called
virtual void setTransform(const MatrixF &mat);
virtual const MatrixF& getTransform() const;
virtual void setScale(const VectorF &scale);
virtual const VectorF& getScale() const;
virtual bool writeField(StringTableEntry fieldname, const char *value);
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate(NetConnection *conn, BitStream *stream);
//--------------------------------------------------------------------------
// Object Rendering
// Torque utilizes a "batch" rendering system. This means that it builds a
// list of objects that need to render (via RenderInst's) and then renders
// them all in one batch. This allows it to optimized on things like
// minimizing texture, state, and shader switching by grouping objects that
// use the same Materials.
//--------------------------------------------------------------------------
// Create the geometry for rendering
void createEditorResources();
///
/// Updates the probe rendering data
///
virtual void updateProbeParams();
bool createClientResources();
///
/// Updates the probe's cubemaps in the array when using dynamic reflections
///
void processDynamicCubemap();
///
/// Updates the probe's cubemaps in the array when using baked cubemaps
///
void processBakedCubemap();
///
/// Updates the probe's cubemaps in the array when using a static cubemaps
///
void processStaticCubemap();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage(SceneRenderState *state);
void _onRenderViz(ObjectRenderInst *ri,
SceneRenderState *state,
BaseMatInstance *overrideMat);
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
///
/// This gets the filepath to the prefilter cubemap associated to this probe.
/// In the event the probe is set to use a static cubemap, it is the prefiltered version of the cubemap's file
///
/// The filepath to the prefilter cubemap
String getPrefilterMapPath();
///
/// This gets the filepath to the irradiance cubemap associated to this probe.
/// In the event the probe is set to use a static cubemap, it is the irradiance version of the cubemap's file
///
/// The filepath to the irradiance cubemap
String getIrradianceMapPath();
///
/// Invokes a cubemap bake action for this probe
///
void bake();
};
typedef ReflectionProbe::ProbeInfo::ProbeShapeType ReflectProbeType;
DefineEnumType(ReflectProbeType);
typedef ReflectionProbe::ReflectionModeType ReflectionModeEnum;
DefineEnumType(ReflectionModeEnum);
#endif // _ReflectionProbe_H_