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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.
- //-----------------------------------------------------------------------------
- #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();
- }
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