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- //-----------------------------------------------------------------------------
- // 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
- #ifndef RENDER_PROBE_MGR_H
- #include "renderInstance/renderProbeMgr.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:
- enum ReflectionModeType
- {
- NoReflection = 0,
- StaticCubemap = 1,
- BakedCubemap = 2,
- DynamicCubemap = 5,
- };
- 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
- };
- bool mBake;
- bool mEnabled;
- bool mDirty;
- bool mCubemapDirty;
- Resource<TSShape> mEditorShape;
- TSShapeInstance* mEditorShapeInst;
- //--------------------------------------------------------------------------
- // Rendering variables
- //--------------------------------------------------------------------------
- ProbeRenderInst::ProbeShapeType mProbeShapeType;
- ProbeRenderInst* mProbeInfo;
- //Reflection Contribution stuff
- ReflectionModeType mReflectionModeType;
- F32 mRadius;
- Point3F mProbeRefOffset;
- Point3F mProbeRefScale;
- bool mEditPosOffset;
- String mCubemapName;
- CubemapData *mStaticCubemap;
- GFXCubemapHandle mDynamicCubemap;
- String cubeDescName;
- U32 cubeDescId;
- ReflectorDesc *reflectorDesc;
- //Utilized in dynamic reflections
- //CubeReflector mCubeReflector;
- ///Prevents us from saving out the cubemaps(for now) but allows us the full HDR range on the in-memory cubemap captures
- bool mUseHDRCaptures;
- //irridiance resources
- CubemapData *mIrridianceMap;
- //prefilter resources
- CubemapData *mPrefilterMap;
- U32 mPrefilterMipLevels;
- U32 mPrefilterSize;
- String mProbeUniqueID;
- // Define our vertex format here so we don't have to
- // change it in multiple spots later
- typedef GFXVertexPNTTB VertexType;
- // The GFX vertex and primitive buffers
- GFXVertexBufferHandle< VertexType > mVertexBuffer;
- GFXPrimitiveBufferHandle mPrimitiveBuffer;
- U32 mSphereVertCount;
- U32 mSpherePrimitiveCount;
- //Debug rendering
- static bool smRenderPreviewProbes;
- U32 mDynamicLastBakeMS;
- U32 mRefreshRateMS;
- F32 mMaxDrawDistance;
- 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();
- 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 createGeometry();
- virtual void updateProbeParams();
- bool createClientResources();
- void processDynamicCubemap();
- void processBakedCubemap();
- 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);
- //Baking
- String getPrefilterMapPath();
- String getIrradianceMapPath();
- void bake();
- };
- typedef ProbeRenderInst::ProbeShapeType ReflectProbeType;
- DefineEnumType(ReflectProbeType);
- typedef ReflectionProbe::ReflectionModeType ReflectionModeEnum;
- DefineEnumType(ReflectionModeEnum);
- #endif // _ReflectionProbe_H_
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