boxEnvironmentProbe.cpp 7.5 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/boxEnvironmentProbe.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. IMPLEMENT_CO_NETOBJECT_V1(BoxEnvironmentProbe);
  54. ConsoleDocClass(BoxEnvironmentProbe,
  55. "@brief An example scene object which renders a mesh.\n\n"
  56. "This class implements a basic SceneObject that can exist in the world at a "
  57. "3D position and render itself. There are several valid ways to render an "
  58. "object in Torque. This class implements the preferred rendering method which "
  59. "is to submit a MeshRenderInst along with a Material, vertex buffer, "
  60. "primitive buffer, and transform and allow the RenderMeshMgr handle the "
  61. "actual setup and rendering for you.\n\n"
  62. "See the C++ code for implementation details.\n\n"
  63. "@ingroup Examples\n");
  64. //-----------------------------------------------------------------------------
  65. // Object setup and teardown
  66. //-----------------------------------------------------------------------------
  67. BoxEnvironmentProbe::BoxEnvironmentProbe() : ReflectionProbe()
  68. {
  69. mCaptureMask = REFLECTION_PROBE_CAPTURE_TYPEMASK;
  70. }
  71. BoxEnvironmentProbe::~BoxEnvironmentProbe()
  72. {
  73. }
  74. //-----------------------------------------------------------------------------
  75. // Object Editing
  76. //-----------------------------------------------------------------------------
  77. void BoxEnvironmentProbe::initPersistFields()
  78. {
  79. // SceneObject already handles exposing the transform
  80. Parent::initPersistFields();
  81. }
  82. void BoxEnvironmentProbe::inspectPostApply()
  83. {
  84. Parent::inspectPostApply();
  85. mDirty = true;
  86. // Flag the network mask to send the updates
  87. // to the client object
  88. setMaskBits(-1);
  89. }
  90. bool BoxEnvironmentProbe::onAdd()
  91. {
  92. if (!Parent::onAdd())
  93. return false;
  94. return true;
  95. }
  96. void BoxEnvironmentProbe::onRemove()
  97. {
  98. Parent::onRemove();
  99. }
  100. void BoxEnvironmentProbe::setTransform(const MatrixF & mat)
  101. {
  102. // Let SceneObject handle all of the matrix manipulation
  103. Parent::setTransform(mat);
  104. mDirty = true;
  105. // Dirty our network mask so that the new transform gets
  106. // transmitted to the client object
  107. setMaskBits(TransformMask);
  108. }
  109. U32 BoxEnvironmentProbe::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
  110. {
  111. // Allow the Parent to get a crack at writing its info
  112. U32 retMask = Parent::packUpdate(conn, mask, stream);
  113. return retMask;
  114. }
  115. void BoxEnvironmentProbe::unpackUpdate(NetConnection *conn, BitStream *stream)
  116. {
  117. // Let the Parent read any info it sent
  118. Parent::unpackUpdate(conn, stream);
  119. }
  120. //-----------------------------------------------------------------------------
  121. // Object Rendering
  122. //-----------------------------------------------------------------------------
  123. void BoxEnvironmentProbe::updateProbeParams()
  124. {
  125. Parent::updateProbeParams();
  126. mProbeInfo->mProbeShapeType = ProbeRenderInst::Box;
  127. }
  128. void BoxEnvironmentProbe::prepRenderImage(SceneRenderState *state)
  129. {
  130. if (!mEnabled || !ReflectionProbe::smRenderPreviewProbes)
  131. return;
  132. if (ReflectionProbe::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
  133. {
  134. GFXTransformSaver saver;
  135. // Calculate the distance of this object from the camera
  136. Point3F cameraOffset;
  137. getRenderTransform().getColumn(3, &cameraOffset);
  138. cameraOffset -= state->getDiffuseCameraPosition();
  139. F32 dist = cameraOffset.len();
  140. if (dist < 0.01f)
  141. dist = 0.01f;
  142. // Set up the LOD for the shape
  143. F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
  144. mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
  145. // Make sure we have a valid level of detail
  146. if (mEditorShapeInst->getCurrentDetail() < 0)
  147. return;
  148. BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
  149. setPreviewMatParameters(state, probePrevMat);
  150. // GFXTransformSaver is a handy helper class that restores
  151. // the current GFX matrices to their original values when
  152. // it goes out of scope at the end of the function
  153. // Set up our TS render state
  154. TSRenderState rdata;
  155. rdata.setSceneState(state);
  156. rdata.setFadeOverride(1.0f);
  157. // We might have some forward lit materials
  158. // so pass down a query to gather lights.
  159. LightQuery query;
  160. query.init(getWorldSphere());
  161. rdata.setLightQuery(&query);
  162. // Set the world matrix to the objects render transform
  163. MatrixF mat = getRenderTransform();
  164. mat.scale(Point3F(1, 1, 1));
  165. GFX->setWorldMatrix(mat);
  166. // Animate the the shape
  167. mEditorShapeInst->animate();
  168. // Allow the shape to submit the RenderInst(s) for itself
  169. mEditorShapeInst->render(rdata);
  170. saver.restore();
  171. }
  172. // If the light is selected or light visualization
  173. // is enabled then register the callback.
  174. const bool isSelectedInEditor = (gEditingMission && isSelected());
  175. if (isSelectedInEditor)
  176. {
  177. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  178. ri->renderDelegate.bind(this, &ReflectionProbe::_onRenderViz);
  179. ri->type = RenderPassManager::RIT_Editor;
  180. state->getRenderPass()->addInst(ri);
  181. }
  182. }
  183. void BoxEnvironmentProbe::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
  184. {
  185. Parent::setPreviewMatParameters(renderState, mat);
  186. }