skylight.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/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. IMPLEMENT_CO_NETOBJECT_V1(Skylight);
  55. ConsoleDocClass(Skylight,
  56. "@brief An example scene object which renders a mesh.\n\n"
  57. "This class implements a basic SceneObject that can exist in the world at a "
  58. "3D position and render itself. There are several valid ways to render an "
  59. "object in Torque. This class implements the preferred rendering method which "
  60. "is to submit a MeshRenderInst along with a Material, vertex buffer, "
  61. "primitive buffer, and transform and allow the RenderMeshMgr handle the "
  62. "actual setup and rendering for you.\n\n"
  63. "See the C++ code for implementation details.\n\n"
  64. "@ingroup Examples\n");
  65. //-----------------------------------------------------------------------------
  66. // Object setup and teardown
  67. //-----------------------------------------------------------------------------
  68. Skylight::Skylight() : ReflectionProbe()
  69. {
  70. mCaptureMask = SKYLIGHT_CAPTURE_TYPEMASK;
  71. mCanDamp = true;
  72. }
  73. Skylight::~Skylight()
  74. {
  75. }
  76. //-----------------------------------------------------------------------------
  77. // Object Editing
  78. //-----------------------------------------------------------------------------
  79. void Skylight::initPersistFields()
  80. {
  81. // SceneObject already handles exposing the transform
  82. Parent::initPersistFields();
  83. removeField("radius");
  84. removeField("scale");
  85. removeField("EditPosOffset");
  86. removeField("refOffset");
  87. removeField("refScale");
  88. }
  89. void Skylight::inspectPostApply()
  90. {
  91. Parent::inspectPostApply();
  92. mDirty = true;
  93. // Flag the network mask to send the updates
  94. // to the client object
  95. setMaskBits(-1);
  96. }
  97. bool Skylight::onAdd()
  98. {
  99. if (!Parent::onAdd())
  100. return false;
  101. return true;
  102. }
  103. void Skylight::onRemove()
  104. {
  105. Parent::onRemove();
  106. }
  107. U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
  108. {
  109. // Allow the Parent to get a crack at writing its info
  110. U32 retMask = Parent::packUpdate(conn, mask, stream);
  111. return retMask;
  112. }
  113. void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
  114. {
  115. // Let the Parent read any info it sent
  116. Parent::unpackUpdate(conn, stream);
  117. if (mDirty)
  118. {
  119. updateProbeParams();
  120. }
  121. }
  122. //-----------------------------------------------------------------------------
  123. // Object Rendering
  124. //-----------------------------------------------------------------------------
  125. void Skylight::updateProbeParams()
  126. {
  127. mProbeShapeType = ProbeInfo::Skylight;
  128. Parent::updateProbeParams();
  129. }
  130. void Skylight::prepRenderImage(SceneRenderState *state)
  131. {
  132. if (!mEnabled || !Skylight::smRenderSkylights)
  133. return;
  134. //special hook-in for skylights
  135. Point3F camPos = state->getCameraPosition();
  136. mProbeInfo.mBounds.setCenter(camPos);
  137. mProbeInfo.setPosition(camPos);
  138. //Submit our probe to actually do the probe action
  139. // Get a handy pointer to our RenderPassmanager
  140. //RenderPassManager *renderPass = state->getRenderPass();
  141. PROBEMGR->submitProbe(&mProbeInfo);
  142. #ifdef TORQUE_TOOLS
  143. if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
  144. {
  145. GFXTransformSaver saver;
  146. // Calculate the distance of this object from the camera
  147. Point3F cameraOffset;
  148. getRenderTransform().getColumn(3, &cameraOffset);
  149. cameraOffset -= state->getDiffuseCameraPosition();
  150. F32 dist = cameraOffset.len();
  151. if (dist < 0.01f)
  152. dist = 0.01f;
  153. // Set up the LOD for the shape
  154. F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
  155. mEditorShapeInst->setDetailFromDistance(state, dist * invScale);
  156. // Make sure we have a valid level of detail
  157. if (mEditorShapeInst->getCurrentDetail() < 0)
  158. return;
  159. BaseMatInstance* probePrevMat = mEditorShapeInst->getMaterialList()->getMaterialInst(0);
  160. setPreviewMatParameters(state, probePrevMat);
  161. // GFXTransformSaver is a handy helper class that restores
  162. // the current GFX matrices to their original values when
  163. // it goes out of scope at the end of the function
  164. // Set up our TS render state
  165. TSRenderState rdata;
  166. rdata.setSceneState(state);
  167. rdata.setFadeOverride(1.0f);
  168. // We might have some forward lit materials
  169. // so pass down a query to gather lights.
  170. LightQuery query;
  171. query.init(getWorldSphere());
  172. rdata.setLightQuery(&query);
  173. // Set the world matrix to the objects render transform
  174. MatrixF mat = getRenderTransform();
  175. mat.scale(Point3F(1, 1, 1));
  176. GFX->setWorldMatrix(mat);
  177. // Animate the the shape
  178. mEditorShapeInst->animate();
  179. // Allow the shape to submit the RenderInst(s) for itself
  180. mEditorShapeInst->render(rdata);
  181. saver.restore();
  182. }
  183. // If the light is selected or light visualization
  184. // is enabled then register the callback.
  185. const bool isSelectedInEditor = (gEditingMission && isSelected());
  186. if (isSelectedInEditor)
  187. {
  188. }
  189. #endif
  190. }
  191. void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
  192. {
  193. Parent::setPreviewMatParameters(renderState, mat);
  194. }
  195. DefineEngineMethod(Skylight, postApply, void, (), ,
  196. "A utility method for forcing a network update.\n")
  197. {
  198. object->inspectPostApply();
  199. }