//----------------------------------------------------------------------------- // 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_