//----------------------------------------------------------------------------- // 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/skylight.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; bool Skylight::smRenderSkylights = true; IMPLEMENT_CO_NETOBJECT_V1(Skylight); ConsoleDocClass(Skylight, "@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 //----------------------------------------------------------------------------- Skylight::Skylight() : ReflectionProbe() { mCaptureMask = SKYLIGHT_CAPTURE_TYPEMASK; } Skylight::~Skylight() { } //----------------------------------------------------------------------------- // Object Editing //----------------------------------------------------------------------------- void Skylight::initPersistFields() { // SceneObject already handles exposing the transform Parent::initPersistFields(); removeField("radius"); removeField("scale"); removeField("EditPosOffset"); removeField("refOffset"); removeField("refScale"); } void Skylight::inspectPostApply() { Parent::inspectPostApply(); mDirty = true; // Flag the network mask to send the updates // to the client object setMaskBits(-1); } bool Skylight::onAdd() { if (!Parent::onAdd()) return false; return true; } void Skylight::onRemove() { Parent::onRemove(); } U32 Skylight::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); return retMask; } void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream) { // Let the Parent read any info it sent Parent::unpackUpdate(conn, stream); if (mDirty) { updateProbeParams(); } } //----------------------------------------------------------------------------- // Object Rendering //----------------------------------------------------------------------------- void Skylight::updateProbeParams() { mProbeShapeType = ProbeInfo::Skylight; Parent::updateProbeParams(); } void Skylight::prepRenderImage(SceneRenderState *state) { if (!mEnabled || !Skylight::smRenderSkylights) return; //special hook-in for skylights Point3F camPos = state->getCameraPosition(); mProbeInfo.mBounds.setCenter(camPos); mProbeInfo.setPosition(camPos); //Submit our probe to actually do the probe action // Get a handy pointer to our RenderPassmanager //RenderPassManager *renderPass = state->getRenderPass(); PROBEMGR->submitProbe(&mProbeInfo); #ifdef TORQUE_TOOLS if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr) { GFXTransformSaver saver; // Calculate the distance of this object from the camera Point3F cameraOffset; getRenderTransform().getColumn(3, &cameraOffset); cameraOffset -= state->getDiffuseCameraPosition(); F32 dist = cameraOffset.len(); if (dist < 0.01f) dist = 0.01f; // Set up the LOD for the shape F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z)); mEditorShapeInst->setDetailFromDistance(state, dist * invScale); // Make sure we have a valid level of detail if (mEditorShapeInst->getCurrentDetail() < 0) return; BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0); setPreviewMatParameters(state, probePrevMat); // GFXTransformSaver is a handy helper class that restores // the current GFX matrices to their original values when // it goes out of scope at the end of the function // Set up our TS render state TSRenderState rdata; rdata.setSceneState(state); rdata.setFadeOverride(1.0f); // We might have some forward lit materials // so pass down a query to gather lights. LightQuery query; query.init(getWorldSphere()); rdata.setLightQuery(&query); // Set the world matrix to the objects render transform MatrixF mat = getRenderTransform(); mat.scale(Point3F(1, 1, 1)); GFX->setWorldMatrix(mat); // Animate the the shape mEditorShapeInst->animate(); // Allow the shape to submit the RenderInst(s) for itself mEditorShapeInst->render(rdata); saver.restore(); } // If the light is selected or light visualization // is enabled then register the callback. const bool isSelectedInEditor = (gEditingMission && isSelected()); if (isSelectedInEditor) { } #endif } void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat) { Parent::setPreviewMatParameters(renderState, mat); } DefineEngineMethod(Skylight, postApply, void, (), , "A utility method for forcing a network update.\n") { object->inspectPostApply(); }