waterBlock.h
Engine/source/environment/waterBlock.h
Classes:
class
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#ifndef _WATERBLOCK_H_ 25#define _WATERBLOCK_H_ 26 27#ifndef _GAMEBASE_H_ 28#include "T3D/gameBase/gameBase.h" 29#endif 30#ifndef _GFXDEVICE_H_ 31#include "gfx/gfxDevice.h" 32#endif 33#ifndef _SCENEDATA_H_ 34#include "materials/sceneData.h" 35#endif 36#ifndef _MATINSTANCE_H_ 37#include "materials/matInstance.h" 38#endif 39#ifndef _GFXPRIMITIVEBUFFER_H_ 40#include "gfx/gfxPrimitiveBuffer.h" 41#endif 42#ifndef _RENDERPASSMANAGER_H_ 43#include "renderInstance/renderPassManager.h" 44#endif 45#ifndef _WATEROBJECT_H_ 46#include "waterObject.h" 47#endif 48 49 50//***************************************************************************** 51// WaterBlock 52//***************************************************************************** 53class WaterBlock : public WaterObject 54{ 55 typedef WaterObject Parent; 56 57public: 58 59 // LEGACY support 60 enum EWaterType 61 { 62 eWater = 0, 63 eOceanWater = 1, 64 eRiverWater = 2, 65 eStagnantWater = 3, 66 eLava = 4, 67 eHotLava = 5, 68 eCrustyLava = 6, 69 eQuicksand = 7, 70 }; 71 72private: 73 74 enum MaskBits { 75 UpdateMask = Parent::NextFreeMask, 76 NextFreeMask = Parent::NextFreeMask << 1 77 }; 78 79 // vertex / index buffers 80 Vector< GFXVertexBufferHandle<GFXWaterVertex>* > mVertBuffList; 81 Vector<GFXPrimitiveBufferHandle*> mPrimBuffList; 82 GFXVertexBufferHandle<GFXVertexPC> mRadialVertBuff; 83 GFXPrimitiveBufferHandle mRadialPrimBuff; 84 85 // misc 86 F32 mGridElementSize; 87 U32 mWidth; 88 U32 mHeight; 89 F32 mElapsedTime; 90 GFXTexHandle mBumpTex; 91 bool mGenerateVB; 92 93 // reflect plane 94 //ReflectPlane mReflectPlane; 95 //Point3F mReflectPlaneWorldPos; 96 97 GFXTexHandle mReflectTex; 98 99 // Stateblocks 100 GFXStateBlockRef mUnderwaterSB; 101 102 void setupVertexBlock( U32 width, U32 height, U32 rowOffset ); 103 void setupPrimitiveBlock( U32 width, U32 height ); 104 void setMultiPassProjection(); 105 void clearVertBuffers(); 106 107 static bool setGridSizeProperty( void *object, const char *index, const char *data ); 108protected: 109 110 //------------------------------------------------------- 111 // Standard engine functions 112 //------------------------------------------------------- 113 bool onAdd(); 114 void onRemove(); 115 U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream); 116 void unpackUpdate(NetConnection *conn, BitStream *stream); 117 118 bool castRay(const Point3F &start, const Point3F &end, RayInfo* info); 119 120public: 121 WaterBlock(); 122 virtual ~WaterBlock(); 123 124 DECLARE_CONOBJECT(WaterBlock); 125 126 static void initPersistFields(); 127 void onStaticModified( const char* slotName, const char*newValue = NULL ); 128 virtual void inspectPostApply(); 129 virtual void setTransform( const MatrixF & mat ); 130 virtual void setScale( const Point3F &scale ); 131 virtual bool buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere ); 132 133 // WaterObject 134 virtual F32 getWaterCoverage( const Box3F &worldBox ) const; 135 virtual F32 getSurfaceHeight( const Point2F &pos ) const; 136 virtual bool isUnderwater( const Point3F &pnt ) const; 137 138 // WaterBlock 139 bool isPointSubmerged ( const Point3F &pos, bool worldSpace = true ) const{ return true; } 140 141 // SceneObject. 142 virtual F32 distanceTo( const Point3F& pos ) const; 143 144protected: 145 146 // WaterObject 147 virtual void setShaderParams( SceneRenderState *state, BaseMatInstance *mat, const WaterMatParams ¶mHandles ); 148 virtual SceneData setupSceneGraphInfo( SceneRenderState *state ); 149 virtual void setupVBIB(); 150 virtual void innerRender( SceneRenderState *state ); 151 virtual void _getWaterPlane( const Point3F &camPos, PlaneF &outPlane, Point3F &outPos ); 152}; 153 154#endif // _WATERBLOCK_H_ 155