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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 "platform/platform.h"
- #include "environment/sun.h"
- #include "gfx/bitmap/gBitmap.h"
- #include "math/mathIO.h"
- #include "core/stream/bitStream.h"
- #include "console/consoleTypes.h"
- #include "console/engineAPI.h"
- #include "scene/sceneManager.h"
- #include "math/mathUtils.h"
- #include "lighting/lightInfo.h"
- #include "lighting/lightManager.h"
- #include "scene/sceneRenderState.h"
- #include "renderInstance/renderPassManager.h"
- #include "sim/netConnection.h"
- #include "environment/timeOfDay.h"
- #include "gfx/gfxTransformSaver.h"
- #include "materials/materialManager.h"
- #include "materials/baseMatInstance.h"
- #include "materials/sceneData.h"
- #include "math/util/matrixSet.h"
- IMPLEMENT_CO_NETOBJECT_V1(Sun);
- ConsoleDocClass( Sun,
- "@brief A global light affecting your entire scene and optionally renders a corona effect.\n\n"
- "Sun is both the directional and ambient light for your entire scene.\n\n"
- "@ingroup Atmosphere"
- );
- //-----------------------------------------------------------------------------
- Sun::Sun()
- {
- mNetFlags.set(Ghostable | ScopeAlways);
- mTypeMask = EnvironmentObjectType | LightObjectType | StaticObjectType;
- mLightColor.set(0.7f, 0.7f, 0.7f);
- mLightAmbient.set(0.3f, 0.3f, 0.3f);
- mBrightness = 1.0f;
- mSunAzimuth = 0.0f;
- mSunElevation = 35.0f;
- mCastShadows = true;
- mStaticRefreshFreq = 250;
- mDynamicRefreshFreq = 8;
- mAnimateSun = false;
- mTotalTime = 0.0f;
- mCurrTime = 0.0f;
- mStartAzimuth = 0.0f;
- mEndAzimuth = 0.0f;
- mStartElevation = 0.0f;
- mEndElevation = 0.0f;
- mLight = LightManager::createLightInfo();
- mLight->setType( LightInfo::Vector );
- mFlareData = NULL;
- mFlareState.clear();
- mFlareScale = 1.0f;
- mCoronaEnabled = true;
- mCoronaScale = 0.5f;
- mCoronaTint.set( 1.0f, 1.0f, 1.0f, 1.0f );
- mCoronaUseLightColor = true;
- mCoronaMatInst = NULL;
- INIT_ASSET(CoronaMaterial);
- mMatrixSet = reinterpret_cast<MatrixSet *>(dMalloc_aligned(sizeof(MatrixSet), 16));
- constructInPlace(mMatrixSet);
- mCoronaWorldRadius = 0.0f;
- mLightWorldPos = Point3F::Zero;
- }
- Sun::~Sun()
- {
- SAFE_DELETE( mLight );
- SAFE_DELETE( mCoronaMatInst );
- dFree_aligned(mMatrixSet);
- }
- bool Sun::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
- // Register as listener to TimeOfDay update events
- TimeOfDay::getTimeOfDayUpdateSignal().notify( this, &Sun::_updateTimeOfDay );
- // Make this thing have a global bounds so that its
- // always returned from spatial light queries.
- setGlobalBounds();
- resetWorldBox();
- setRenderTransform( mObjToWorld );
- addToScene();
- _initCorona();
- // Update the light parameters.
- _conformLights();
- setProcessTick( true );
- return true;
- }
- void Sun::onRemove()
- {
- TimeOfDay::getTimeOfDayUpdateSignal().remove( this, &Sun::_updateTimeOfDay );
- removeFromScene();
- Parent::onRemove();
- }
- void Sun::initPersistFields()
- {
- addGroup( "Orbit" );
- addField( "azimuth", TypeF32, Offset( mSunAzimuth, Sun ),
- "The horizontal angle of the sun measured clockwise from the positive Y world axis." );
- addField( "elevation", TypeF32, Offset( mSunElevation, Sun ),
- "The elevation angle of the sun above or below the horizon." );
- endGroup( "Orbit" );
- // We only add the basic lighting options that all lighting
- // systems would use... the specific lighting system options
- // are injected at runtime by the lighting system itself.
- addGroup( "Lighting" );
- addField( "color", TypeColorF, Offset( mLightColor, Sun ),
- "Color shading applied to surfaces in direct contact with light source.");
- addField( "ambient", TypeColorF, Offset( mLightAmbient, Sun ), "Color shading applied to surfaces not "
- "in direct contact with light source, such as in the shadows or interiors.");
- addField( "brightness", TypeF32, Offset( mBrightness, Sun ),
- "Adjust the Sun's global contrast/intensity");
- addField( "castShadows", TypeBool, Offset( mCastShadows, Sun ),
- "Enables/disables shadows cast by objects due to Sun light");
- //addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, Sun), "static shadow refresh rate (milliseconds)");
- //addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)");
- endGroup( "Lighting" );
- addGroup( "Corona" );
- addField( "coronaEnabled", TypeBool, Offset( mCoronaEnabled, Sun ),
- "Enable or disable rendering of the corona sprite." );
- INITPERSISTFIELD_MATERIALASSET(CoronaMaterial, Sun, "Material for the corona sprite.");
- addField( "coronaScale", TypeF32, Offset( mCoronaScale, Sun ),
- "Controls size the corona sprite renders, specified as a fractional amount of the screen height." );
- addField( "coronaTint", TypeColorF, Offset( mCoronaTint, Sun ),
- "Modulates the corona sprite color ( if coronaUseLightColor is false )." );
- addField( "coronaUseLightColor", TypeBool, Offset( mCoronaUseLightColor, Sun ),
- "Modulate the corona sprite color by the color of the light ( overrides coronaTint )." );
- endGroup( "Corona" );
- addGroup( "Misc" );
- addField( "flareType", TYPEID< LightFlareData >(), Offset( mFlareData, Sun ),
- "Datablock for the flare produced by the Sun" );
- addField( "flareScale", TypeF32, Offset( mFlareScale, Sun ),
- "Changes the size and intensity of the flare." );
- endGroup( "Misc" );
- // Now inject any light manager specific fields.
- LightManager::initLightFields();
- Parent::initPersistFields();
- }
- void Sun::inspectPostApply()
- {
- _conformLights();
- setMaskBits(UpdateMask);
- }
- U32 Sun::packUpdate(NetConnection *conn, U32 mask, BitStream *stream )
- {
- U32 retMask = Parent::packUpdate( conn, mask, stream );
- if ( stream->writeFlag( mask & UpdateMask ) )
- {
- stream->write( mSunAzimuth );
- stream->write( mSunElevation );
- stream->write( mLightColor );
- stream->write( mLightAmbient );
- stream->write( mBrightness );
- stream->writeFlag( mCastShadows );
- stream->write(mStaticRefreshFreq);
- stream->write(mDynamicRefreshFreq);
- stream->write( mFlareScale );
- if ( stream->writeFlag( mFlareData ) )
- {
- stream->writeRangedU32( mFlareData->getId(),
- DataBlockObjectIdFirst,
- DataBlockObjectIdLast );
- }
- stream->writeFlag( mCoronaEnabled );
- PACK_ASSET(conn, CoronaMaterial);
- stream->write( mCoronaScale );
- stream->write( mCoronaTint );
- stream->writeFlag( mCoronaUseLightColor );
- mLight->packExtended( stream );
- }
- return retMask;
- }
- void Sun::unpackUpdate( NetConnection *conn, BitStream *stream )
- {
- Parent::unpackUpdate( conn, stream );
- if ( stream->readFlag() ) // UpdateMask
- {
- stream->read( &mSunAzimuth );
- stream->read( &mSunElevation );
- stream->read( &mLightColor );
- stream->read( &mLightAmbient );
- stream->read( &mBrightness );
- mCastShadows = stream->readFlag();
- stream->read(&mStaticRefreshFreq);
- stream->read(&mDynamicRefreshFreq);
- stream->read( &mFlareScale );
- if ( stream->readFlag() )
- {
- SimObjectId id = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
- LightFlareData *datablock = NULL;
- if ( Sim::findObject( id, datablock ) )
- mFlareData = datablock;
- else
- {
- conn->setLastError( "Sun::unpackUpdate() - invalid LightFlareData!" );
- mFlareData = NULL;
- }
- }
- else
- mFlareData = NULL;
- mCoronaEnabled = stream->readFlag();
- UNPACK_ASSET(conn, CoronaMaterial);
- stream->read( &mCoronaScale );
- stream->read( &mCoronaTint );
- mCoronaUseLightColor = stream->readFlag();
- mLight->unpackExtended( stream );
- }
- if ( isProperlyAdded() )
- {
- _initCorona();
- _conformLights();
- }
- }
- void Sun::submitLights( LightManager *lm, bool staticLighting )
- {
- // The sun is a special light and needs special registration.
- lm->setSpecialLight( LightManager::slSunLightType, mLight );
- }
- void Sun::advanceTime( F32 timeDelta )
- {
- if (mAnimateSun)
- {
- if (mCurrTime >= mTotalTime)
- {
- mAnimateSun = false;
- mCurrTime = 0.0f;
- }
- else
- {
- mCurrTime += timeDelta;
- F32 fract = mCurrTime / mTotalTime;
- F32 inverse = 1.0f - fract;
- F32 newAzimuth = mStartAzimuth * inverse + mEndAzimuth * fract;
- F32 newElevation = mStartElevation * inverse + mEndElevation * fract;
- if (newAzimuth > 360.0f)
- newAzimuth -= 360.0f;
- if (newElevation > 360.0f)
- newElevation -= 360.0f;
- setAzimuth(newAzimuth);
- setElevation(newElevation);
- }
- }
- }
- void Sun::prepRenderImage( SceneRenderState *state )
- {
- // Only render into diffuse and reflect passes.
- if( !state->isDiffusePass() &&
- !state->isReflectPass() )
- return;
-
- mLightWorldPos = state->getCameraPosition() - state->getFarPlane() * mLight->getDirection() * 0.9f;
- F32 dist = ( mLightWorldPos - state->getCameraPosition() ).len();
- F32 screenRadius = GFX->getViewport().extent.y * mCoronaScale * 0.5f;
- mCoronaWorldRadius = screenRadius * dist / state->getWorldToScreenScale().y;
- // Render instance for Corona effect.
- if ( mCoronaEnabled && mCoronaMatInst )
- {
- mMatrixSet->setSceneProjection( GFX->getProjectionMatrix() );
- mMatrixSet->setSceneView( GFX->getViewMatrix() );
- mMatrixSet->setWorld( GFX->getWorldMatrix() );
- ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
- ri->renderDelegate.bind( this, &Sun::_renderCorona );
- ri->type = RenderPassManager::RIT_Sky;
- // Render after sky objects and before CloudLayer!
- ri->defaultKey = 5;
- ri->defaultKey2 = 0;
- state->getRenderPass()->addInst( ri );
- }
- // LightFlareData handles rendering flare effects.
- if ( mFlareData )
- {
- mFlareState.fullBrightness = mBrightness;
- mFlareState.scale = mFlareScale;
- mFlareState.lightInfo = mLight;
- mFlareState.worldRadius = mCoronaWorldRadius;
- mFlareState.lightMat.identity();
- mFlareState.lightMat.setPosition( mLightWorldPos );
- mFlareData->prepRender( state, &mFlareState );
- }
- }
- void Sun::setAzimuth( F32 azimuth )
- {
- mSunAzimuth = azimuth;
- _conformLights();
- setMaskBits( UpdateMask ); // TODO: Break out the masks to save bandwidth!
- }
- void Sun::setElevation( F32 elevation )
- {
- mSunElevation = elevation;
- _conformLights();
- setMaskBits( UpdateMask ); // TODO: Break out the masks to save some space!
- }
- void Sun::setColor( const LinearColorF &color )
- {
- mLightColor = color;
- _conformLights();
- setMaskBits( UpdateMask ); // TODO: Break out the masks to save some space!
- }
- void Sun::animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )
- {
- mAnimateSun = true;
- mCurrTime = 0.0f;
- mTotalTime = duration;
- mStartAzimuth = startAzimuth;
- mEndAzimuth = endAzimuth;
- mStartElevation = startElevation;
- mEndElevation = endElevation;
- }
- void Sun::_conformLights()
- {
- // Build the light direction from the azimuth and elevation.
- F32 yaw = mDegToRad(mClampF(mSunAzimuth,0,359));
- F32 pitch = mDegToRad(mClampF(mSunElevation,-360,+360));
- VectorF lightDirection;
- MathUtils::getVectorFromAngles(lightDirection, yaw, pitch);
- lightDirection.normalize();
- mLight->setDirection( -lightDirection );
- mLight->setBrightness( mBrightness );
- // Now make sure the colors are within range.
- mLightColor.clamp();
- mLight->setColor( mLightColor );
- mLightAmbient.clamp();
- mLight->setAmbient( mLightAmbient );
- // Optimization... disable shadows if the ambient and
- // directional color are the same.
- bool castShadows = mLightColor != mLightAmbient && mCastShadows;
- mLight->setCastShadows( castShadows );
- mLight->setStaticRefreshFreq(mStaticRefreshFreq);
- mLight->setDynamicRefreshFreq(mDynamicRefreshFreq);
- }
- void Sun::_initCorona()
- {
- if ( isServerObject() )
- return;
-
- SAFE_DELETE( mCoronaMatInst );
- if (mCoronaMaterialAsset.notNull())
- {
- mCoronaMatInst = MATMGR->createMatInstance(mCoronaMaterialAsset->getMaterialDefinitionName(), MATMGR->getDefaultFeatures(), getGFXVertexFormat<GFXVertexPCT>());
- }
- }
- void Sun::_renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
- {
- // Calculate Billboard Radius (in world units) to be constant, independent of distance.
- // Takes into account distance, viewport size, and specified size in editor
- F32 BBRadius = mCoronaWorldRadius;
- mMatrixSet->restoreSceneViewProjection();
-
- if ( state->isReflectPass() )
- mMatrixSet->setProjection( state->getSceneManager()->getNonClipProjection() );
- //mMatrixSet->setWorld( MatrixF::Identity );
- // Initialize points with basic info
- Point3F points[4];
- points[0] = Point3F(-BBRadius, 0.0, -BBRadius);
- points[1] = Point3F( -BBRadius, 0.0, BBRadius);
- points[2] = Point3F( BBRadius, 0.0, -BBRadius);
- points[3] = Point3F(BBRadius, 0.0, BBRadius);
- static const Point2F sCoords[4] =
- {
- Point2F( 0.0f, 0.0f ),
- Point2F( 0.0f, 1.0f ),
- Point2F( 1.0f, 0.0f ),
- Point2F(1.0f, 1.0f)
- };
- // Get info we need to adjust points
- const MatrixF &camView = state->getCameraTransform();
- // Finalize points
- for(S32 i = 0; i < 4; i++)
- {
- // align with camera
- camView.mulV(points[i]);
- // offset
- points[i] += mLightWorldPos;
- }
- LinearColorF vertColor;
- if ( mCoronaUseLightColor )
- vertColor = mLightColor;
- else
- vertColor = mCoronaTint;
- GFXVertexBufferHandle< GFXVertexPCT > vb;
- vb.set( GFX, 4, GFXBufferTypeVolatile );
- GFXVertexPCT *pVert = vb.lock();
- if(!pVert) return;
- for ( S32 i = 0; i < 4; i++ )
- {
- pVert->color.set( vertColor.toColorI());
- pVert->point.set( points[i] );
- pVert->texCoord.set( sCoords[i].x, sCoords[i].y );
- pVert++;
- }
- vb.unlock();
- // Setup SceneData struct.
- SceneData sgData;
- sgData.wireframe = GFXDevice::getWireframe();
- sgData.visibility = 1.0f;
- // Draw it
- while ( mCoronaMatInst->setupPass( state, sgData ) )
- {
- mCoronaMatInst->setTransforms( *mMatrixSet, state );
- mCoronaMatInst->setSceneInfo( state, sgData );
- GFX->setVertexBuffer( vb );
- GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
- }
- }
- void Sun::_updateTimeOfDay( TimeOfDay *timeOfDay, F32 time )
- {
- setElevation( timeOfDay->getElevationDegrees() );
- setAzimuth( timeOfDay->getAzimuthDegrees() );
- }
- void Sun::_onSelected()
- {
- #ifdef TORQUE_DEBUG
- // Enable debug rendering on the light.
- if( isClientObject() )
- mLight->enableDebugRendering( true );
- #endif
- Parent::_onSelected();
- }
- void Sun::_onUnselected()
- {
- #ifdef TORQUE_DEBUG
- // Disable debug rendering on the light.
- if( isClientObject() )
- mLight->enableDebugRendering( false );
- #endif
- Parent::_onUnselected();
- }
- DefineEngineMethod(Sun, apply, void, (), , "")
- {
- object->inspectPostApply();
- }
- DefineEngineMethod(Sun, animate, void, ( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation ), , "animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )")
- {
- object->animate(duration, startAzimuth, endAzimuth, startElevation, endElevation);
- }
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