Torque3D Documentation / _generateds / basicClouds.cpp

basicClouds.cpp

Engine/source/environment/basicClouds.cpp

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Public Functions

ConsoleDocClass(BasicClouds , "@brief Renders up <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> three layers of scrolling cloud-cover textures <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">overhead.\n\n</a>" "%<a href="/coding/class/classbasicclouds/">BasicClouds</a> always renders overhead, following the camera. It is intended " "as part of the background of your level, rendering in front of Sky/<a href="/coding/class/classsun/">Sun</a> " "type objects and behind everything <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">else.\n\n</a>" "The parameters controlling the rendering of each texture are refered <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> " "and grouped as 'layers'. They are rendered in sequential order, so , layer 1 " "obscures layer 0, and so <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">on.\n\n</a>" "<a href="/coding/class/classbasicclouds/">BasicClouds</a> is not affected by scene lighting and is therefore not appropriate " "<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> scenes in which lighting radically changes, such as day/<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">night.\n\n</a>" " @ingroup Atmosphere" )

Detailed Description

Public Functions

ConsoleDocClass(BasicClouds , "@brief Renders up <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> three layers of scrolling cloud-cover textures <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">overhead.\n\n</a>" "%<a href="/coding/class/classbasicclouds/">BasicClouds</a> always renders overhead, following the camera. It is intended " "as part of the background of your level, rendering in front of Sky/<a href="/coding/class/classsun/">Sun</a> " "type objects and behind everything <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">else.\n\n</a>" "The parameters controlling the rendering of each texture are refered <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> " "and grouped as 'layers'. They are rendered in sequential order, so , layer 1 " "obscures layer 0, and so <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">on.\n\n</a>" "<a href="/coding/class/classbasicclouds/">BasicClouds</a> is not affected by scene lighting and is therefore not appropriate " "<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1a2732ab74fa0237854c2ba0f75f88a624">for</a> scenes in which lighting radically changes, such as day/<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">night.\n\n</a>" " @ingroup Atmosphere" )

IMPLEMENT_CO_NETOBJECT_V1(BasicClouds )

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "platform/platform.h"
 25#include "platform/profiler.h"
 26#include "console/consoleTypes.h"
 27#include "basicClouds.h"
 28
 29#include "gfx/gfxTransformSaver.h"
 30#include "gfx/gfxTextureManager.h"
 31#include "core/stream/fileStream.h"
 32#include "core/stream/bitStream.h"
 33#include "scene/sceneRenderState.h"
 34#include "renderInstance/renderPassManager.h"
 35#include "materials/shaderData.h"
 36#include "math/mathIO.h"
 37
 38
 39ConsoleDocClass( BasicClouds,
 40   "@brief Renders up to three layers of scrolling cloud-cover textures overhead.\n\n"   
 41   
 42   "%BasicClouds always renders overhead, following the camera. It is intended "
 43   "as part of the background of your level, rendering in front of Sky/Sun "
 44   "type objects and behind everything else.\n\n"
 45
 46   "The parameters controlling the rendering of each texture are refered to "
 47   "and grouped as 'layers'. They are rendered in sequential order, so, layer 1 "
 48   "obscures layer 0, and so on.\n\n"
 49
 50   "BasicClouds is not affected by scene lighting and is therefore not appropriate "
 51   "for scenes in which lighting radically changes, such as day/night.\n\n"
 52
 53   "@ingroup Atmosphere"
 54);
 55
 56
 57U32 BasicClouds::smVertStride = 50;
 58U32 BasicClouds::smStrideMinusOne = 49;
 59U32 BasicClouds::smVertCount = 50 * 50;
 60U32 BasicClouds::smTriangleCount = smStrideMinusOne * smStrideMinusOne * 2;
 61
 62BasicClouds::BasicClouds()
 63{
 64   mTypeMask |= EnvironmentObjectType | StaticObjectType;
 65   mNetFlags.set(Ghostable | ScopeAlways);
 66
 67   mTimeSC = NULL;
 68   mModelViewProjSC = NULL;
 69   mTexScaleSC = NULL;
 70   mTexDirectionSC = NULL;
 71   mTexOffsetSC = NULL;
 72   mDiffuseMapSC = NULL;
 73
 74   mLayerEnabled[0] = true;
 75   mLayerEnabled[1] = true;
 76   mLayerEnabled[2] = true;
 77
 78   // Default textures are assigned by the ObjectBuilderGui.
 79   //mTexName[0] = "art/skies/clouds/cloud1";
 80   //mTexName[1] = "art/skies/clouds/cloud2";
 81   //mTexName[2] = "art/skies/clouds/cloud3";
 82
 83   mHeight[0] = 4.0f;
 84   mHeight[1] = 3.0f;
 85   mHeight[2] = 2.0f;
 86   
 87   mTexSpeed[0] = 0.0005f;
 88   mTexSpeed[1] = 0.001f;
 89   mTexSpeed[2] = 0.0003f;
 90   
 91   mTexScale[0] = 1.0;
 92   mTexScale[1] = 1.0;
 93   mTexScale[2] = 1.0;
 94
 95   mTexDirection[0].set( 1.0f, 0.0f );
 96   mTexDirection[1].set( 1.0f, 0.0f );
 97   mTexDirection[2].set( 1.0f, 0.0f );
 98   
 99   mTexOffset[0].set( 0.5f, 0.5f );
100   mTexOffset[1].set( 0.5f, 0.5f );
101   mTexOffset[2].set( 0.5f, 0.5f );
102}
103
104IMPLEMENT_CO_NETOBJECT_V1( BasicClouds );
105
106// ConsoleObject...
107
108
109bool BasicClouds::onAdd()
110{
111   if ( !Parent::onAdd() )
112      return false;
113
114   setGlobalBounds();
115   resetWorldBox();
116
117   addToScene();
118
119   if ( isClientObject() )
120   {
121      _initTexture();
122      _initBuffers();
123
124      // Find ShaderData
125      ShaderData *shaderData;
126      mShader = Sim::findObject( "BasicCloudsShader", shaderData ) ? shaderData->getShader() : NULL;
127      if ( !mShader )
128      {
129         Con::errorf( "BasicClouds::onAdd - could not find BasicCloudsShader" );
130         return false;
131      }
132
133      // Create ShaderConstBuffer and Handles
134      mShaderConsts = mShader->allocConstBuffer();
135      mModelViewProjSC = mShader->getShaderConstHandle( "$modelView" );
136      mTimeSC = mShader->getShaderConstHandle( "$accumTime" );
137      mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
138      mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
139      mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
140      mDiffuseMapSC = mShader->getShaderConstHandle( "$diffuseMap" );
141
142      // Create StateBlocks
143      GFXStateBlockDesc desc;
144      desc.setCullMode( GFXCullNone );
145      desc.setBlend( true );
146      desc.setZReadWrite( true, false );
147      desc.samplersDefined = true;
148      desc.samplers[0].addressModeU = GFXAddressWrap;
149      desc.samplers[0].addressModeV = GFXAddressWrap;
150      desc.samplers[0].addressModeW = GFXAddressWrap;
151      desc.samplers[0].magFilter = GFXTextureFilterLinear;
152      desc.samplers[0].minFilter = GFXTextureFilterLinear;
153      desc.samplers[0].mipFilter = GFXTextureFilterLinear;
154      
155      mStateblock = GFX->createStateBlock( desc );      
156   }
157
158   return true;
159}
160
161void BasicClouds::onRemove()
162{
163   removeFromScene();
164
165   Parent::onRemove();
166}
167
168void BasicClouds::initPersistFields()
169{
170   addGroup( "BasicClouds" );
171
172      addArray( "Layers", TEX_COUNT );
173
174         addField( "layerEnabled", TypeBool, Offset( mLayerEnabled, BasicClouds ), TEX_COUNT,
175            "Enable or disable rendering of this layer." );
176
177         addField( "texture", TypeImageFilename, Offset( mTexName, BasicClouds ), TEX_COUNT,
178            "Texture for this layer." );
179
180         addField( "texScale", TypeF32, Offset( mTexScale, BasicClouds ), TEX_COUNT,
181            "Texture repeat for this layer." );
182
183         addField( "texDirection", TypePoint2F, Offset( mTexDirection, BasicClouds ), TEX_COUNT,
184            "Texture scroll direction for this layer, relative to the world axis." );
185
186         addField( "texSpeed", TypeF32, Offset( mTexSpeed, BasicClouds ), TEX_COUNT,
187            "Texture scroll speed for this layer." );   
188
189         addField( "texOffset", TypePoint2F, Offset( mTexOffset, BasicClouds ), TEX_COUNT,
190            "UV offset for this layer." );
191
192         addField( "height", TypeF32, Offset( mHeight, BasicClouds ), TEX_COUNT,
193            "Abstract number which controls the curvature and height of the dome mesh" );
194
195      endArray( "Layers" );      
196
197   endGroup( "BasicClouds" );
198
199   Parent::initPersistFields();
200}
201
202void BasicClouds::inspectPostApply()
203{
204   Parent::inspectPostApply();
205   setMaskBits( BasicCloudsMask );
206}
207
208
209// NetObject...
210
211
212U32 BasicClouds::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
213{
214   U32 retMask = Parent::packUpdate( conn, mask, stream );
215
216   for ( U32 i = 0; i < TEX_COUNT; i++ )
217   {
218      stream->writeFlag( mLayerEnabled[i] );
219
220      stream->write( mTexName[i] );
221
222      stream->write( mTexScale[i] );
223      mathWrite( *stream, mTexDirection[i] );
224      stream->write( mTexSpeed[i] );   
225      mathWrite( *stream, mTexOffset[i] );
226      
227      stream->write( mHeight[i] );
228   }
229   
230   return retMask;
231}
232
233void BasicClouds::unpackUpdate( NetConnection *conn, BitStream *stream )
234{
235   Parent::unpackUpdate( conn, stream );
236
237   for ( U32 i = 0; i < TEX_COUNT; i++ )
238   {
239      mLayerEnabled[i] = stream->readFlag();
240
241      stream->read( &mTexName[i] );
242      
243      stream->read( &mTexScale[i] );      
244      mathRead( *stream, &mTexDirection[i] );
245      stream->read( &mTexSpeed[i] );
246      mathRead( *stream, &mTexOffset[i] );
247
248      stream->read( &mHeight[i] );
249   }
250
251   if ( isProperlyAdded() )
252   {
253      // We could check if the height or texture have actually changed.
254      _initBuffers();
255      _initTexture();
256   }
257}
258
259
260// SceneObject...
261
262
263void BasicClouds::prepRenderImage( SceneRenderState *state )
264{
265   PROFILE_SCOPE( BasicClouds_prepRenderImage );
266
267   bool isEnabled = false;
268   for ( U32 i = 0; i < TEX_COUNT; i++ )
269   {
270      if ( mLayerEnabled[i] )
271      {
272         isEnabled = true;
273         break;
274      }
275   }
276
277   if ( !isEnabled )
278      return;
279
280   // This should be sufficient for most objects that don't manage zones, and
281   // don't need to return a specialized RenderImage...
282   ObjectRenderInst *ri = state->getRenderPass()->allocInst< ObjectRenderInst >();
283   ri->renderDelegate.bind( this, &BasicClouds::renderObject );
284   ri->type = RenderPassManager::RIT_Sky;
285   ri->defaultKey = 0;
286   ri->defaultKey2 = 0;
287   state->getRenderPass()->addInst( ri );
288}
289
290void BasicClouds::renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi )
291{
292   GFXTransformSaver saver;
293
294   Point3F camPos = state->getCameraPosition();
295   MatrixF xfm(true);
296   xfm.setPosition(camPos);
297   GFX->multWorld(xfm);   
298
299   if ( state->isReflectPass() )
300      GFX->setProjectionMatrix( state->getSceneManager()->getNonClipProjection() );
301
302   GFX->setShader( mShader );
303   GFX->setShaderConstBuffer( mShaderConsts );
304   GFX->setStateBlock( mStateblock );
305
306   MatrixF xform(GFX->getProjectionMatrix());
307   xform *= GFX->getViewMatrix();
308   xform *= GFX->getWorldMatrix();
309
310   mShaderConsts->setSafe( mModelViewProjSC, xform );
311   mShaderConsts->setSafe( mTimeSC, (F32)Sim::getCurrentTime() / 1000.0f );
312   GFX->setPrimitiveBuffer( mPB );
313
314   for ( U32 i = 0; i < TEX_COUNT; i++ )
315   {      
316      if ( !mLayerEnabled[i] )
317         continue;
318
319      mShaderConsts->setSafe( mTexScaleSC, mTexScale[i] );
320      mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
321      mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );         
322
323      GFX->setTexture( mDiffuseMapSC->getSamplerRegister(), mTexture[i] );                            
324      GFX->setVertexBuffer( mVB[i] );            
325
326      GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );
327   }
328}
329
330
331// BasicClouds Internal Methods....
332
333
334void BasicClouds::_initTexture()
335{
336   for ( U32 i = 0; i < TEX_COUNT; i++ )
337   {
338      if ( !mLayerEnabled[i] )
339      {
340         mTexture[i] = NULL;
341         continue;
342      }
343
344      if ( mTexName[i].isNotEmpty() )
345      mTexture[i].set( mTexName[i], &GFXStaticTextureSRGBProfile, "BasicClouds" );
346
347      if ( mTexture[i].isNull() )
348         mTexture[i].set( GFXTextureManager::getWarningTexturePath(), &GFXStaticTextureSRGBProfile, "BasicClouds" );
349   }
350}
351
352void BasicClouds::_initBuffers()
353{      
354   // Primitive Buffer...  Is shared for all Layers.
355
356   mPB.set( GFX, smTriangleCount * 3, smTriangleCount, GFXBufferTypeStatic );
357
358   U16 *pIdx = NULL;   
359   mPB.lock(&pIdx);     
360   U32 curIdx = 0; 
361
362   for ( U32 y = 0; y < smStrideMinusOne; y++ )
363   {
364      for ( U32 x = 0; x < smStrideMinusOne; x++ )
365      {
366         U32 offset = x + y * smVertStride;
367
368         pIdx[curIdx] = offset;
369         curIdx++;
370         pIdx[curIdx] = offset + 1;
371         curIdx++;
372         pIdx[curIdx] = offset + smVertStride + 1;
373         curIdx++;
374
375         pIdx[curIdx] = offset;
376         curIdx++;
377         pIdx[curIdx] = offset + smVertStride + 1;
378         curIdx++;
379         pIdx[curIdx] = offset + smVertStride;
380         curIdx++;
381      }
382   }
383
384   mPB.unlock();   
385
386   // Vertex Buffer... 
387   // Each layer has their own so they can be at different heights.
388
389   for ( U32 i = 0; i < TEX_COUNT; i++ )
390   {
391      Point3F vertScale( 16.0f, 16.0f, mHeight[i] );
392      F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
393      
394      mVB[i].set( GFX, smVertCount, GFXBufferTypeStatic );   
395      GFXVertexPT *pVert = mVB[i].lock(); 
396
397      for ( U32 y = 0; y < smVertStride; y++ )
398      {
399         F32 v = ( (F32)y / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
400
401         for ( U32 x = 0; x < smVertStride; x++ )
402         {
403            F32 u = ( (F32)x / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
404
405            F32 sx = u;
406            F32 sy = v;
407            F32 sz = mCos( mSqrt( sx*sx + sy*sy ) ) + zOffset;
408
409            pVert->point.set( sx, sy, sz );
410            pVert->point *= vertScale;
411            pVert->texCoord.set( u, v );   
412            pVert++;
413         }
414      }
415
416      mVB[i].unlock();
417   } 
418}
419