Torque3D Documentation / _generateds / afxZodiacMeshRoadRenderer_T3D.cpp

afxZodiacMeshRoadRenderer_T3D.cpp

Engine/source/afx/afxZodiacMeshRoadRenderer_T3D.cpp

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Public Functions

ConsoleDocClass(afxZodiacMeshRoadRenderer , "@brief A <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> bin <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> zodiac rendering on <a href="/coding/class/classmeshroad/">MeshRoad</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">objects.\n\n</a>" "This bin renders instances of AFX zodiac effects onto <a href="/coding/class/classmeshroad/">MeshRoad</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">surfaces.\n\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">RenderBin\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">AFX\n</a>" )

Detailed Description

Public Functions

ConsoleDocClass(afxZodiacMeshRoadRenderer , "@brief A <a href="/coding/file/editortool_8cpp/#editortool_8cpp_1a4cb041169a32ea3d4cacadbb955e06b4">render</a> bin <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> zodiac rendering on <a href="/coding/class/classmeshroad/">MeshRoad</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">objects.\n\n</a>" "This bin renders instances of AFX zodiac effects onto <a href="/coding/class/classmeshroad/">MeshRoad</a> <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">surfaces.\n\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">RenderBin\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">AFX\n</a>" )

IMPLEMENT_CONOBJECT(afxZodiacMeshRoadRenderer )

  1
  2
  3//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  4// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  5// Copyright (C) 2015 Faust Logic, Inc.
  6//
  7// Permission is hereby granted, free of charge, to any person obtaining a copy
  8// of this software and associated documentation files (the "Software"), to
  9// deal in the Software without restriction, including without limitation the
 10// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 11// sell copies of the Software, and to permit persons to whom the Software is
 12// furnished to do so, subject to the following conditions:
 13//
 14// The above copyright notice and this permission notice shall be included in
 15// all copies or substantial portions of the Software.
 16//
 17// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 18// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 19// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 20// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 21// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 22// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 23// IN THE SOFTWARE.
 24//
 25//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
 26
 27#include "afx/arcaneFX.h"
 28
 29#include "materials/shaderData.h"
 30#include "gfx/gfxTransformSaver.h"
 31#include "scene/sceneRenderState.h"
 32#include "collision/concretePolyList.h"
 33#include "T3D/tsStatic.h"
 34#include "gfx/primBuilder.h"
 35
 36#include "afx/ce/afxZodiacMgr.h"
 37#include "afx/afxZodiacMeshRoadRenderer_T3D.h"
 38
 39//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
 40
 41const RenderInstType afxZodiacMeshRoadRenderer::RIT_MeshRoadZodiac("MeshRoadZodiac");
 42
 43afxZodiacMeshRoadRenderer* afxZodiacMeshRoadRenderer::master = 0;
 44
 45IMPLEMENT_CONOBJECT(afxZodiacMeshRoadRenderer);
 46
 47ConsoleDocClass( afxZodiacMeshRoadRenderer, 
 48   "@brief A render bin for zodiac rendering on MeshRoad objects.\n\n"
 49
 50   "This bin renders instances of AFX zodiac effects onto MeshRoad surfaces.\n\n"
 51
 52   "@ingroup RenderBin\n"
 53   "@ingroup AFX\n"
 54);
 55
 56afxZodiacMeshRoadRenderer::afxZodiacMeshRoadRenderer()
 57: RenderBinManager(RIT_MeshRoadZodiac, 1.0f, 1.0f)
 58{
 59   if (!master)
 60     master = this;
 61   shader_initialized = false;
 62   zodiac_shader = NULL;
 63   shader_consts = NULL;
 64   projection_sc = NULL;
 65   color_sc = NULL;
 66}
 67
 68afxZodiacMeshRoadRenderer::afxZodiacMeshRoadRenderer(F32 renderOrder, F32 processAddOrder)
 69: RenderBinManager(RIT_MeshRoadZodiac, renderOrder, processAddOrder)
 70{
 71   if (!master)
 72     master = this;
 73   shader_initialized = false;
 74   zodiac_shader = NULL;
 75   shader_consts = NULL;
 76   projection_sc = NULL;
 77   color_sc = NULL;
 78}
 79
 80afxZodiacMeshRoadRenderer::~afxZodiacMeshRoadRenderer()
 81{
 82  if (this == master)
 83    master = 0;
 84}
 85
 86//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
 87
 88void afxZodiacMeshRoadRenderer::initShader()
 89{
 90   if (shader_initialized)
 91     return;
 92
 93   shader_initialized = true;
 94
 95   shader_consts = 0;
 96   norm_norefl_zb_SB = norm_refl_zb_SB;
 97   add_norefl_zb_SB = add_refl_zb_SB;
 98   sub_norefl_zb_SB = sub_refl_zb_SB;
 99
100   zodiac_shader = afxZodiacMgr::getMeshRoadZodiacShader();
101   if (!zodiac_shader)
102     return;
103
104   GFXStateBlockDesc d;
105
106   d.cullDefined = true;
107   d.blendDefined = true;
108   d.blendEnable = true;
109   d.zDefined = false;
110   d.zEnable = true;
111   d.zWriteEnable = false;
112   d.zFunc = GFXCmpLessEqual;
113   d.zSlopeBias = 0;
114   d.alphaDefined = true;
115   d.alphaTestEnable = true; 
116   d.alphaTestRef = 0;
117   d.alphaTestFunc = GFXCmpGreater;
118   d.samplersDefined = true;
119   d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
120
121   // normal
122   d.blendSrc = GFXBlendSrcAlpha;
123   d.blendDest = GFXBlendInvSrcAlpha;
124   //
125   d.cullMode = GFXCullCCW;
126   d.zBias = arcaneFX::sPolysoupZodiacZBias;
127   norm_norefl_zb_SB = GFX->createStateBlock(d);
128   //
129   d.cullMode = GFXCullCW;
130   d.zBias = arcaneFX::sPolysoupZodiacZBias;
131   norm_refl_zb_SB = GFX->createStateBlock(d);
132
133   // additive
134   d.blendSrc = GFXBlendSrcAlpha;
135   d.blendDest = GFXBlendOne;
136   //
137   d.cullMode = GFXCullCCW;
138   d.zBias = arcaneFX::sPolysoupZodiacZBias;
139   add_norefl_zb_SB = GFX->createStateBlock(d);
140   //
141   d.cullMode = GFXCullCW;
142   d.zBias = arcaneFX::sPolysoupZodiacZBias;
143   add_refl_zb_SB = GFX->createStateBlock(d);
144
145   // subtractive
146   d.blendSrc = GFXBlendZero;
147   d.blendDest = GFXBlendInvSrcColor;
148   //
149   d.cullMode = GFXCullCCW;
150   d.zBias = arcaneFX::sPolysoupZodiacZBias;
151   sub_norefl_zb_SB = GFX->createStateBlock(d);
152   //
153   d.cullMode = GFXCullCW;
154   d.zBias = arcaneFX::sPolysoupZodiacZBias;
155   sub_refl_zb_SB = GFX->createStateBlock(d);
156
157   shader_consts = zodiac_shader->getShader()->allocConstBuffer();
158   projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView");
159   color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor");
160}
161
162void afxZodiacMeshRoadRenderer::clear()
163{
164  Parent::clear();
165  for (S32 i = 0; i < meshRoad_zodiacs.size(); i++)
166    if (meshRoad_zodiacs[i].polys)
167      delete meshRoad_zodiacs[i].polys;
168  meshRoad_zodiacs.clear();
169}
170
171void afxZodiacMeshRoadRenderer::addZodiac(U32 zode_idx, ConcretePolyList* polys, const Point3F& pos, F32 ang, const MeshRoad* road, F32 camDist)
172{
173  meshRoad_zodiacs.increment();
174  MeshRoadZodiacElem& elem = meshRoad_zodiacs.last();
175
176  elem.road = road;
177  elem.polys = polys;
178  elem.zode_idx = zode_idx;
179  elem.ang = ang;
180  elem.camDist = camDist;
181}
182
183afxZodiacMeshRoadRenderer* afxZodiacMeshRoadRenderer::getMaster()
184{
185  if (!master)
186    master = new afxZodiacMeshRoadRenderer;
187  return master;
188}
189
190//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
191
192GFXStateBlock* afxZodiacMeshRoadRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
193{
194  GFXStateBlock* sb = 0;
195  
196  switch (blend)
197  {
198  case afxZodiacData::BLEND_ADDITIVE:
199    sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
200    break;
201  case afxZodiacData::BLEND_SUBTRACTIVE:
202    sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
203    break;
204  default: // afxZodiacData::BLEND_NORMAL:
205    sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
206    break;
207  }
208
209  return sb;
210}
211
212void afxZodiacMeshRoadRenderer::render(SceneRenderState* state)
213{
214   PROFILE_SCOPE(afxRenderZodiacMeshRoadMgr_render);
215
216   // Early out if no ground-plane zodiacs to draw.
217   if (meshRoad_zodiacs.size() == 0)
218     return;
219
220   initShader();
221   if (!zodiac_shader)
222     return;
223
224   bool is_reflect_pass = state->isReflectPass();
225
226   // Automagically save & restore our viewport and transforms.
227   GFXTransformSaver saver;
228
229   MatrixF proj = GFX->getProjectionMatrix();
230
231   // Set up world transform
232   MatrixF world = GFX->getWorldMatrix();
233   proj.mul(world);
234   shader_consts->set(projection_sc, proj);
235
236   //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
237   // RENDER EACH ZODIAC
238   //
239   for (S32 zz = 0; zz < meshRoad_zodiacs.size(); zz++)
240   {
241      MeshRoadZodiacElem& elem = meshRoad_zodiacs[zz];
242
243      afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
244      if (!zode)
245         continue;
246
247      if (is_reflect_pass)
248      {
249         if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
250            continue;
251      }
252      else
253      {
254         if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
255            continue;
256      }
257
258      F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
259      if (fadebias < 0.01f)
260        continue;
261
262      F32 cos_ang = mCos(elem.ang);
263      F32 sin_ang = mSin(elem.ang);
264
265      GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
266
267      GFX->setShader(zodiac_shader->getShader());
268      GFX->setStateBlock(sb);
269      GFX->setShaderConstBuffer(shader_consts);
270
271      // set the texture
272      GFX->setTexture(0, *zode->txr);
273      LinearColorF zode_color = (LinearColorF)zode->color;
274      zode_color.alpha *= fadebias;
275      shader_consts->set(color_sc, zode_color);
276
277      F32 inv_radius = 1.0f/zode->radius_xy;
278
279      PrimBuild::begin(GFXTriangleList, 3*elem.polys->mPolyList.size());
280      for (U32 i = 0; i < elem.polys->mPolyList.size(); i++) 
281      {
282        ConcretePolyList::Poly* poly = &elem.polys->mPolyList[i];
283
284        S32 vertind[3];
285        vertind[0] = elem.polys->mIndexList[poly->vertexStart];
286        vertind[1] = elem.polys->mIndexList[poly->vertexStart + 1];
287        vertind[2] = elem.polys->mIndexList[poly->vertexStart + 2];
288
289        for (U32 j = 0; j < 3; j++) 
290        {
291          Point3F vtx = elem.polys->mVertexList[vertind[j]];
292
293          // compute UV
294          F32 u1 = (vtx.x - zode->pos.x)*inv_radius;
295          F32 v1 = (vtx.y - zode->pos.y)*inv_radius;
296          F32 ru1 = u1*cos_ang - v1*sin_ang;
297          F32 rv1 = u1*sin_ang + v1*cos_ang;
298
299          F32 uu = (ru1 + 1.0f)/2.0f;
300          F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
301
302          PrimBuild::texCoord2f(uu, vv);
303          PrimBuild::vertex3fv(vtx);
304        }
305      }
306      PrimBuild::end(false);
307   }
308}
309
310//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
311