Torque3D Documentation / _generateds / afxZodiacTerrainRenderer_T3D.cpp

afxZodiacTerrainRenderer_T3D.cpp

Engine/source/afx/afxZodiacTerrainRenderer_T3D.cpp

More...

Classes:

Public Functions

ConsoleDocClass(afxZodiacTerrainRenderer , "@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 Terrain <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">objects.\n\n</a>" "This bin renders instances of AFX zodiac effects onto Terrain <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(afxZodiacTerrainRenderer , "@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 Terrain <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">objects.\n\n</a>" "This bin renders instances of AFX zodiac effects onto Terrain <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(afxZodiacTerrainRenderer )

  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 "terrain/terrData.h"
 33#include "terrain/terrCell.h"
 34
 35#include "gfx/primBuilder.h"
 36
 37#include "afx/ce/afxZodiacMgr.h"
 38#include "afx/afxZodiacTerrainRenderer_T3D.h"
 39#include "afx/util/afxTriBoxCheck2D_T3D.h"
 40
 41//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
 42
 43class TerrCellSpy : public TerrCell
 44{
 45public:
 46  static const U32 getMinCellSize() { return smMinCellSize; }
 47};
 48
 49//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
 50
 51const RenderInstType afxZodiacTerrainRenderer::RIT_TerrainZodiac("TerrainZodiac");
 52
 53afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::master = 0;
 54
 55IMPLEMENT_CONOBJECT(afxZodiacTerrainRenderer);
 56
 57ConsoleDocClass( afxZodiacTerrainRenderer, 
 58   "@brief A render bin for zodiac rendering on Terrain objects.\n\n"
 59
 60   "This bin renders instances of AFX zodiac effects onto Terrain surfaces.\n\n"
 61
 62   "@ingroup RenderBin\n"
 63   "@ingroup AFX\n"
 64);
 65
 66afxZodiacTerrainRenderer::afxZodiacTerrainRenderer()
 67: RenderBinManager(RIT_TerrainZodiac, 1.0f, 1.0f)
 68{
 69   if (!master)
 70     master = this;
 71   shader_initialized = false;
 72   zodiac_shader = NULL;
 73   shader_consts = NULL;
 74   projection_sc = NULL;
 75   color_sc = NULL;
 76}
 77
 78afxZodiacTerrainRenderer::afxZodiacTerrainRenderer(F32 renderOrder, F32 processAddOrder)
 79: RenderBinManager(RIT_TerrainZodiac, renderOrder, processAddOrder)
 80{
 81   if (!master)
 82     master = this;
 83   shader_initialized = false;
 84   zodiac_shader = NULL;
 85   shader_consts = NULL;
 86   projection_sc = NULL;
 87   color_sc = NULL;
 88}
 89
 90afxZodiacTerrainRenderer::~afxZodiacTerrainRenderer()
 91{
 92  if (this == master)
 93    master = 0;
 94}
 95
 96//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
 97
 98void afxZodiacTerrainRenderer::initShader()
 99{
100   if (shader_initialized)
101     return;
102
103   shader_initialized = true;
104
105   shader_consts = 0;
106   norm_norefl_zb_SB = norm_refl_zb_SB;
107   add_norefl_zb_SB = add_refl_zb_SB;
108   sub_norefl_zb_SB = sub_refl_zb_SB;
109
110   zodiac_shader = afxZodiacMgr::getTerrainZodiacShader();
111   if (!zodiac_shader)
112     return;
113
114   GFXStateBlockDesc d;
115
116   d.cullDefined = true;
117   d.blendDefined = true;
118   d.blendEnable = true;
119   d.zDefined = false;
120   d.zEnable = true;
121   d.zWriteEnable = false;
122   d.zFunc = GFXCmpLessEqual;
123   d.zSlopeBias = 0;
124   d.alphaDefined = true;
125   d.alphaTestEnable = true; 
126   d.alphaTestRef = 0;
127   d.alphaTestFunc = GFXCmpGreater;
128   d.samplersDefined = true;
129   d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
130
131   // normal
132   d.blendSrc = GFXBlendSrcAlpha;
133   d.blendDest = GFXBlendInvSrcAlpha;
134   //
135   d.cullMode = GFXCullCCW;
136   d.zBias = arcaneFX::sTerrainZodiacZBias;
137   norm_norefl_zb_SB = GFX->createStateBlock(d);
138   //
139   d.cullMode = GFXCullCW;
140   d.zBias = arcaneFX::sTerrainZodiacZBias;
141   norm_refl_zb_SB = GFX->createStateBlock(d);
142
143   // additive
144   d.blendSrc = GFXBlendSrcAlpha;
145   d.blendDest = GFXBlendOne;
146   //
147   d.cullMode = GFXCullCCW;
148   d.zBias = arcaneFX::sTerrainZodiacZBias;
149   add_norefl_zb_SB = GFX->createStateBlock(d);
150   //
151   d.cullMode = GFXCullCW;
152   d.zBias = arcaneFX::sTerrainZodiacZBias;
153   add_refl_zb_SB = GFX->createStateBlock(d);
154
155   // subtractive
156   d.blendSrc = GFXBlendZero;
157   d.blendDest = GFXBlendInvSrcColor;
158   //
159   d.cullMode = GFXCullCCW;
160   d.zBias = arcaneFX::sTerrainZodiacZBias;
161   sub_norefl_zb_SB = GFX->createStateBlock(d);
162   //
163   d.cullMode = GFXCullCW;
164   d.zBias = arcaneFX::sTerrainZodiacZBias;
165   sub_refl_zb_SB = GFX->createStateBlock(d);
166
167   shader_consts = zodiac_shader->getShader()->allocConstBuffer();
168   projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView");
169   color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor");
170}
171
172void afxZodiacTerrainRenderer::clear()
173{
174  Parent::clear();
175
176  terrain_zodes.clear();
177}
178
179void afxZodiacTerrainRenderer::addZodiac(U32 zode_idx, const Point3F& pos, F32 ang, 
180                                         const TerrainBlock* block, const TerrCell* cell, 
181                                         const MatrixF& mRenderObjToWorld, F32 camDist)
182{
183  terrain_zodes.increment();
184  TerrainZodiacElem& elem = terrain_zodes.last();
185
186  elem.block = block;
187  elem.cell = cell;
188  elem.zode_idx = zode_idx;
189  elem.ang = ang;
190  elem.mRenderObjToWorld = mRenderObjToWorld;
191  elem.camDist = camDist;
192}
193
194afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::getMaster()
195{
196  if (!master)
197    master = new afxZodiacTerrainRenderer;
198  return master;
199}
200
201//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
202
203GFXStateBlock* afxZodiacTerrainRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
204{
205  GFXStateBlock* sb = 0;
206  
207  switch (blend)
208  {
209  case afxZodiacData::BLEND_ADDITIVE:
210    sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
211    break;
212  case afxZodiacData::BLEND_SUBTRACTIVE:
213    sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
214    break;
215  default: // afxZodiacData::BLEND_NORMAL:
216    sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
217    break;
218  }
219
220  return sb;
221}
222
223void afxZodiacTerrainRenderer::render(SceneRenderState* state)
224{
225   PROFILE_SCOPE(afxRenderZodiacTerrainMgr_render);
226
227   // Early out if no terrain zodiacs to draw.
228   if (terrain_zodes.size() == 0)
229     return;
230
231   initShader();
232   if (!zodiac_shader)
233     return;
234
235   bool is_reflect_pass = state->isReflectPass();
236
237   // Automagically save & restore our viewport and transforms.
238   GFXTransformSaver saver;
239
240   MatrixF proj = GFX->getProjectionMatrix();
241
242   // Set up world transform
243   MatrixF world = GFX->getWorldMatrix();
244   proj.mul(world);
245   shader_consts->set(projection_sc, proj);
246
247   //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
248   // RENDER EACH ZODIAC
249   //
250   for (S32 zz = 0; zz < terrain_zodes.size(); zz++)
251   {
252      TerrainZodiacElem& elem = terrain_zodes[zz];
253
254      TerrainBlock* block = (TerrainBlock*) elem.block;
255
256      afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
257      if (!zode)
258         continue;
259
260      if (is_reflect_pass)
261      {
262         if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
263            continue;
264      }
265      else
266      {
267         if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
268            continue;
269      }
270
271      F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
272      if (fadebias < 0.01f)
273        continue;
274
275      F32 cos_ang = mCos(elem.ang);
276      F32 sin_ang = mSin(elem.ang);
277
278      GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
279
280      GFX->setShader(zodiac_shader->getShader());
281      GFX->setStateBlock(sb);
282      GFX->setShaderConstBuffer(shader_consts);
283
284      // set the texture
285      GFX->setTexture(0, *zode->txr);
286      LinearColorF zode_color = (LinearColorF)zode->color;
287      zode_color.alpha *= fadebias;
288      shader_consts->set(color_sc, zode_color);
289
290      Point3F half_size(zode->radius_xy,zode->radius_xy,zode->radius_xy);
291
292      F32 inv_radius = 1.0f/zode->radius_xy;
293
294      GFXPrimitive cell_prim;
295      GFXVertexBufferHandle<TerrVertex> cell_verts;
296      GFXPrimitiveBufferHandle  primBuff;
297      elem.cell->getRenderPrimitive(&cell_prim, &cell_verts, &primBuff);
298
299      U32 n_nonskirt_tris = TerrCellSpy::getMinCellSize()*TerrCellSpy::getMinCellSize()*2;
300
301      const Point3F* verts = ((TerrCell*)elem.cell)->getZodiacVertexBuffer();
302      const U16 *tris = block->getZodiacPrimitiveBuffer();
303      if (!tris)
304         continue; 
305
306      PrimBuild::begin(GFXTriangleList, 3*n_nonskirt_tris);
307
308      /////////////////////////////////
309      U32 n_overlapping_tris = 0;
310      U32 idx = 0;
311      for (U32 i = 0; i < n_nonskirt_tris; i++)
312      {
313        Point3F tri_v[3];
314        tri_v[0] = verts[tris[idx++]];
315        tri_v[1] = verts[tris[idx++]];
316        tri_v[2] = verts[tris[idx++]];
317
318        elem.mRenderObjToWorld.mulP(tri_v[0]);
319        elem.mRenderObjToWorld.mulP(tri_v[1]);
320        elem.mRenderObjToWorld.mulP(tri_v[2]);
321
322        if (!afxTriBoxOverlap2D(zode->pos, half_size, tri_v[0], tri_v[1], tri_v[2]))
323          continue;
324
325        n_overlapping_tris++;
326
327        for (U32 j = 0; j < 3; j++)
328        {
329          // compute UV
330          F32 u1 = (tri_v[j].x - zode->pos.x)*inv_radius;
331          F32 v1 = (tri_v[j].y - zode->pos.y)*inv_radius;
332          F32 ru1 = u1*cos_ang - v1*sin_ang;
333          F32 rv1 = u1*sin_ang + v1*cos_ang;
334
335          F32 uu = (ru1 + 1.0f)/2.0f;
336          F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
337
338          PrimBuild::texCoord2f(uu, vv);
339          PrimBuild::vertex3fv(tri_v[j]);
340        }
341      }
342
343      /////////////////////////////////
344
345      PrimBuild::end(false);
346   }
347   //
348   // RENDER EACH ZODIAC
349   //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
350}
351
352//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
353