155 lines
4.4 KiB
C++
155 lines
4.4 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#pragma once
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#include "../Actor.h"
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#include "Engine/Content/Assets/CubeTexture.h"
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#include "Engine/Content/AssetReference.h"
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/// <summary>
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/// Environment Probe can capture space around the objects to provide reflections.
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/// </summary>
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API_CLASS() class FLAXENGINE_API EnvironmentProbe : public Actor
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{
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DECLARE_SCENE_OBJECT(EnvironmentProbe);
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private:
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float _radius;
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bool _isUsingCustomProbe;
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int32 _sceneRenderingKey = -1;
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AssetReference<CubeTexture> _probe;
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public:
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/// <summary>
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/// The reflections brightness.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(10), DefaultValue(1.0f), Limit(0, 1000, 0.01f), EditorDisplay(\"Probe\")")
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float Brightness = 1.0f;
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/// <summary>
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/// Value indicating if probe should be updated automatically on change.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(30), DefaultValue(false), EditorDisplay(\"Probe\")")
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bool AutoUpdate = false;
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/// <summary>
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/// The probe capture camera near plane distance.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(30), DefaultValue(10.0f), Limit(0, float.MaxValue, 0.01f), EditorDisplay(\"Probe\")")
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float CaptureNearPlane = 10.0f;
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public:
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/// <summary>
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/// Gets the probe radius.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(20), DefaultValue(3000.0f), Limit(0), EditorDisplay(\"Probe\")")
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float GetRadius() const;
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/// <summary>
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/// Sets the probe radius.
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/// </summary>
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API_PROPERTY() void SetRadius(float value);
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/// <summary>
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/// Gets probe scaled radius.
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/// </summary>
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API_PROPERTY() float GetScaledRadius() const;
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/// <summary>
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/// Returns true if env probe has cube texture assigned.
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/// </summary>
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API_PROPERTY() bool HasProbe() const
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{
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return _probe != nullptr;
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}
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/// <summary>
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/// Returns true if env probe has cube texture assigned.
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/// </summary>
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API_PROPERTY() bool HasProbeLoaded() const
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{
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return _probe != nullptr && _probe->IsLoaded();
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}
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/// <summary>
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/// Gets the probe texture used during rendering (baked or custom one).
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/// </summary>
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API_PROPERTY() CubeTexture* GetProbe() const
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{
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return _probe;
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}
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/// <summary>
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/// True if probe is using custom cube texture (not baked).
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/// </summary>
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API_PROPERTY() bool IsUsingCustomProbe() const
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{
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return _isUsingCustomProbe;
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}
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/// <summary>
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/// Setup probe data structure
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/// </summary>
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/// <param name="data">Packed probe data to set</param>
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void SetupProbeData(struct ProbeData* data) const;
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/// <summary>
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/// Gets the custom probe (null if using baked one or none).
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(40), DefaultValue(null), EditorDisplay(\"Probe\")")
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CubeTexture* GetCustomProbe() const;
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/// <summary>
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/// Sets the custom probe (null to disable that feature).
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/// </summary>
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/// <param name="probe">Probe cube texture asset to use</param>
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API_PROPERTY() void SetCustomProbe(CubeTexture* probe);
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public:
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/// <summary>
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/// Bakes that probe. It won't be performed now but on async graphics rendering task.
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/// </summary>
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/// <param name="timeout">The timeout in seconds left to bake it (aka startup time).</param>
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API_FUNCTION() void Bake(float timeout = 0);
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/// <summary>
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/// Action fired when probe has been baked.
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/// </summary>
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/// <param name="data">The new probe data.</param>
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void SetProbeData(TextureData& data);
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private:
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void UpdateBounds();
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public:
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// [Actor]
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#if USE_EDITOR
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BoundingBox GetEditorBox() const override
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{
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const Vector3 size(50);
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return BoundingBox(_transform.Translation - size, _transform.Translation + size);
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}
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#endif
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void Draw(RenderContext& renderContext) override;
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#if USE_EDITOR
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void OnDebugDrawSelected() override;
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#endif
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void OnLayerChanged() override;
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void Serialize(SerializeStream& stream, const void* otherObj) override;
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void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
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bool HasContentLoaded() const override;
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bool IntersectsItself(const Ray& ray, float& distance, Vector3& normal) override;
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protected:
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// [Actor]
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void OnEnable() override;
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void OnDisable() override;
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void OnTransformChanged() override;
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};
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