skylight.cpp 7.6 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "T3D/lighting/skylight.h"
  23. #include "math/mathIO.h"
  24. #include "scene/sceneRenderState.h"
  25. #include "console/consoleTypes.h"
  26. #include "core/stream/bitStream.h"
  27. #include "materials/baseMatInstance.h"
  28. #include "console/engineAPI.h"
  29. #include "gfx/gfxDrawUtil.h"
  30. #include "gfx/gfxDebugEvent.h"
  31. #include "gfx/gfxTransformSaver.h"
  32. #include "math/mathUtils.h"
  33. #include "gfx/bitmap/gBitmap.h"
  34. #include "core/stream/fileStream.h"
  35. #include "core/fileObject.h"
  36. #include "core/resourceManager.h"
  37. #include "console/simPersistID.h"
  38. #include "T3D/gameFunctions.h"
  39. #include "postFx/postEffect.h"
  40. #include "renderInstance/renderProbeMgr.h"
  41. #include "renderInstance/renderProbeMgr.h"
  42. #include "math/util/sphereMesh.h"
  43. #include "materials/materialManager.h"
  44. #include "math/util/matrixSet.h"
  45. #include "gfx/bitmap/cubemapSaver.h"
  46. #include "materials/materialFeatureTypes.h"
  47. #include "materials/shaderData.h"
  48. #include "gfx/gfxTextureManager.h"
  49. #include "gfx/bitmap/imageUtils.h"
  50. #include "T3D/lighting/IBLUtilities.h"
  51. extern bool gEditingMission;
  52. extern ColorI gCanvasClearColor;
  53. bool Skylight::smRenderSkylights = true;
  54. SimObjectPtr<Skylight> Skylight::smSkylightProbe = nullptr;
  55. IMPLEMENT_CO_NETOBJECT_V1(Skylight);
  56. ConsoleDocClass(Skylight,
  57. "@brief An example scene object which renders a mesh.\n\n"
  58. "This class implements a basic SceneObject that can exist in the world at a "
  59. "3D position and render itself. There are several valid ways to render an "
  60. "object in Torque. This class implements the preferred rendering method which "
  61. "is to submit a MeshRenderInst along with a Material, vertex buffer, "
  62. "primitive buffer, and transform and allow the RenderMeshMgr handle the "
  63. "actual setup and rendering for you.\n\n"
  64. "See the C++ code for implementation details.\n\n"
  65. "@ingroup Examples\n");
  66. //-----------------------------------------------------------------------------
  67. // Object setup and teardown
  68. //-----------------------------------------------------------------------------
  69. Skylight::Skylight() : ReflectionProbe()
  70. {
  71. mCaptureMask = SKYLIGHT_CAPTURE_TYPEMASK;
  72. mCanDamp = true;
  73. }
  74. Skylight::~Skylight()
  75. {
  76. }
  77. //-----------------------------------------------------------------------------
  78. // Object Editing
  79. //-----------------------------------------------------------------------------
  80. void Skylight::initPersistFields()
  81. {
  82. docsURL;
  83. // SceneObject already handles exposing the transform
  84. Parent::initPersistFields();
  85. removeField("radius");
  86. removeField("scale");
  87. removeField("EditPosOffset");
  88. removeField("refOffset");
  89. removeField("refScale");
  90. }
  91. void Skylight::inspectPostApply()
  92. {
  93. Parent::inspectPostApply();
  94. mDirty = true;
  95. // Flag the network mask to send the updates
  96. // to the client object
  97. setMaskBits(-1);
  98. }
  99. bool Skylight::onAdd()
  100. {
  101. if (!Parent::onAdd())
  102. return false;
  103. if (isClientObject())
  104. smSkylightProbe = this;
  105. return true;
  106. }
  107. void Skylight::onRemove()
  108. {
  109. Parent::onRemove();
  110. }
  111. U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
  112. {
  113. // Allow the Parent to get a crack at writing its info
  114. U32 retMask = Parent::packUpdate(conn, mask, stream);
  115. return retMask;
  116. }
  117. void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
  118. {
  119. // Let the Parent read any info it sent
  120. Parent::unpackUpdate(conn, stream);
  121. if (mDirty)
  122. {
  123. updateProbeParams();
  124. }
  125. }
  126. //-----------------------------------------------------------------------------
  127. // Object Rendering
  128. //-----------------------------------------------------------------------------
  129. void Skylight::updateProbeParams()
  130. {
  131. mProbeShapeType = ProbeInfo::Skylight;
  132. Parent::updateProbeParams();
  133. }
  134. void Skylight::prepRenderImage(SceneRenderState *state)
  135. {
  136. if (!mEnabled || !Skylight::smRenderSkylights)
  137. return;
  138. //special hook-in for skylights
  139. Point3F camPos = state->getCameraPosition();
  140. mProbeInfo.mBounds.setCenter(camPos);
  141. mProbeInfo.setPosition(camPos);
  142. //Submit our probe to actually do the probe action
  143. // Get a handy pointer to our RenderPassmanager
  144. //RenderPassManager *renderPass = state->getRenderPass();
  145. PROBEMGR->submitProbe(&mProbeInfo);
  146. #ifdef TORQUE_TOOLS
  147. if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
  148. {
  149. GFXTransformSaver saver;
  150. // Calculate the distance of this object from the camera
  151. Point3F cameraOffset;
  152. getRenderTransform().getColumn(3, &cameraOffset);
  153. cameraOffset -= state->getDiffuseCameraPosition();
  154. F32 dist = cameraOffset.len();
  155. if (dist < 0.01f)
  156. dist = 0.01f;
  157. // Set up the LOD for the shape
  158. F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
  159. mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
  160. // Make sure we have a valid level of detail
  161. if (mEditorShapeInst->getCurrentDetail() < 0)
  162. return;
  163. BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
  164. setPreviewMatParameters(state, probePrevMat);
  165. // GFXTransformSaver is a handy helper class that restores
  166. // the current GFX matrices to their original values when
  167. // it goes out of scope at the end of the function
  168. // Set up our TS render state
  169. TSRenderState rdata;
  170. rdata.setSceneState(state);
  171. rdata.setFadeOverride(1.0f);
  172. // We might have some forward lit materials
  173. // so pass down a query to gather lights.
  174. LightQuery query;
  175. query.init(getWorldSphere());
  176. rdata.setLightQuery(&query);
  177. // Set the world matrix to the objects render transform
  178. MatrixF mat = getRenderTransform();
  179. mat.scale(Point3F(1, 1, 1));
  180. GFX->setWorldMatrix(mat);
  181. // Animate the the shape
  182. mEditorShapeInst->animate();
  183. // Allow the shape to submit the RenderInst(s) for itself
  184. mEditorShapeInst->render(rdata);
  185. saver.restore();
  186. }
  187. // If the light is selected or light visualization
  188. // is enabled then register the callback.
  189. const bool isSelectedInEditor = (gEditingMission && isSelected());
  190. if (isSelectedInEditor)
  191. {
  192. }
  193. #endif
  194. }
  195. void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
  196. {
  197. Parent::setPreviewMatParameters(renderState, mat);
  198. }
  199. DefineEngineMethod(Skylight, postApply, void, (), ,
  200. "A utility method for forcing a network update.\n")
  201. {
  202. object->inspectPostApply();
  203. }