Torque3D Documentation / _generateds / tsForestCellBatch.cpp

tsForestCellBatch.cpp

Engine/source/forest/ts/tsForestCellBatch.cpp

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Detailed Description

  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 "forest/ts/tsForestCellBatch.h"
 26
 27#include "forest/ts/tsForestItemData.h"
 28#include "scene/sceneManager.h"
 29#include "ts/tsLastDetail.h"
 30
 31
 32TSForestCellBatch::TSForestCellBatch( TSLastDetail *detail )
 33   :  mDetail( detail )
 34{
 35}
 36
 37TSForestCellBatch::~TSForestCellBatch()
 38{
 39}
 40
 41bool TSForestCellBatch::_prepBatch( const ForestItem &item )
 42{
 43   // Make sure it's our item type!
 44   TSForestItemData* data = dynamic_cast<TSForestItemData*>( item.getData() );
 45   if ( !data )
 46      return false;
 47
 48   // TODO: Eventually we should atlas multiple details into
 49   // a single combined texture map.  Till then we have to
 50   // do one batch per-detail type.
 51
 52   // If the detail type doesn't match then 
 53   // we need to start a new batch.
 54   if ( data->getLastDetail() != mDetail )
 55      return false;
 56
 57   return true;
 58}
 59
 60void TSForestCellBatch::_rebuildBatch()
 61{
 62   // Clean up first.
 63   mVB = NULL;
 64   if ( mItems.empty() )
 65      return;
 66
 67   // How big do we need to make this?
 68   U32 verts = mItems.size() * 6;
 69   mVB.set( GFX, verts, GFXBufferTypeStatic );
 70   if ( !mVB.isValid() )
 71   {
 72      // If we failed it is probably because we requested
 73      // a size bigger than a VB can be.  Warn the user.
 74      AssertWarn( false, "TSForestCellBatch::_rebuildBatch: Batch too big... try reducing the forest cell size!" );
 75      return;
 76   }
 77
 78   // Fill this puppy!
 79   ImposterState *vertPtr = mVB.lock();
 80   if(!vertPtr) return;
 81
 82   Vector<ForestItem>::const_iterator item = mItems.begin();
 83
 84   const F32 radius = mDetail->getRadius();
 85   ImposterState state;
 86
 87   for ( ; item != mItems.end(); item++ )
 88   {
 89      item->getWorldBox().getCenter( &state.center );
 90      state.halfSize = radius * item->getScale();
 91      state.alpha = 1.0f;
 92      item->getTransform().getColumn( 2, &state.upVec );
 93      item->getTransform().getColumn( 0, &state.rightVec );
 94
 95      *vertPtr = state;
 96      vertPtr->corner = 0;
 97      ++vertPtr;
 98
 99      *vertPtr = state;
100      vertPtr->corner = 1;
101      ++vertPtr;
102
103      *vertPtr = state;
104      vertPtr->corner = 2;
105      ++vertPtr;
106
107      *vertPtr = state;
108      vertPtr->corner = 2;
109      ++vertPtr;
110
111      *vertPtr = state;
112      vertPtr->corner = 3;
113      ++vertPtr;
114
115      *vertPtr = state;
116      vertPtr->corner = 0;
117      ++vertPtr;
118   }
119
120   mVB.unlock();
121}
122
123void TSForestCellBatch::_render( const SceneRenderState *state )
124{
125   if (  !mVB.isValid() || 
126         ( state->isShadowPass() && !TSLastDetail::smCanShadow ) )
127      return;
128
129   // Make sure we have a material to render with.
130   BaseMatInstance *mat = state->getOverrideMaterial( mDetail->getMatInstance() );
131   if ( mat == NULL )
132      return;
133
134   // We don't really render here... we submit it to
135   // the render manager which collects all the batches
136   // in the scene, sorts them by texture, sets up the
137   // shader, and then renders them all at once.
138
139   ImposterBatchRenderInst *inst = state->getRenderPass()->allocInst<ImposterBatchRenderInst>();
140   inst->mat = mat;
141   inst->vertBuff = &mVB;
142
143   // We sort by the imposter type first so that RIT_Imposter and 
144   // RIT_ImposterBatches do not get mixed together.
145   //
146   // We then sort by material.
147   //
148   inst->defaultKey = 0;
149   inst->defaultKey2 = mat->getStateHint();
150
151   state->getRenderPass()->addInst( inst );
152}
153