Torque3D Documentation / _generateds / windDeformation.cpp

windDeformation.cpp

Engine/source/forest/windDeformation.cpp

More...

Public Functions

ImplementFeatureType(MFT_WindEffect , MFG_PreTransform , 0 , false )

Detailed Description

Public Functions

ImplementFeatureType(MFT_WindEffect , MFG_PreTransform , 0 , false )

  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/windDeformation.h"
 26
 27#include "forest/forestItem.h"
 28#include "forest/forestWindMgr.h"
 29#include "forest/forestWindAccumulator.h"
 30#include "materials/sceneData.h"
 31#include "scene/sceneRenderState.h"
 32#include "gfx/gfxShader.h"
 33#include "gfx/gfxStructs.h"
 34
 35
 36ImplementFeatureType( MFT_WindEffect, MFG_PreTransform, 0, false );
 37
 38
 39void WindDeformationConstHandles::init( GFXShader *shader )
 40{
 41   mWindDirAndSpeed = shader->getShaderConstHandle( "$windDirAndSpeed" );
 42   mWindParams = shader->getShaderConstHandle( "$windParams" );
 43}
 44
 45void WindDeformationConstHandles::setConsts( SceneRenderState *state,
 46                                             const SceneData &sgData,
 47                                             GFXShaderConstBuffer *buffer )
 48{
 49   PROFILE_SCOPE( WindDeformationConstHandles_setConsts );
 50
 51   Point3F windDir( 0, 0, 0 );
 52   F32 windSpeed = 0;
 53   F32 bendScale = 0;
 54   F32 branchAmp = 0;
 55   F32 detailAmp = 0;
 56   F32 detailFreq = 0;
 57
 58   const ForestItem *item = (const ForestItem*)sgData.materialHint;
 59
 60   ForestWindAccumulator *wind = NULL;
 61   if ( item ) 
 62   {
 63      // First setup the per-datablock shader constants.
 64      //
 65      // These cannot be skipped as they modifiy the rest
 66      // state of a tree even without wind.
 67      //
 68      const ForestItemData *itemData = item->getData();
 69      const F32 windScale = itemData->mWindScale;
 70      bendScale = itemData->mTrunkBendScale * windScale;
 71      branchAmp = itemData->mWindBranchAmp * windScale;
 72      detailAmp = itemData->mWindDetailAmp * windScale;
 73      detailFreq = itemData->mWindDetailFreq * windScale;
 74
 75      // Look for wind state.
 76      wind = WINDMGR->getLocalWind( item->getKey() );
 77   }
 78
 79   if ( wind )
 80   {
 81      // Calculate distance to camera fade.   
 82      F32 toCamLen = ( state->getDiffuseCameraPosition() - wind->getPosition()).len();
 83      F32 toCamInterp = 1.0f - (toCamLen / ForestWindMgr::smWindEffectRadius);
 84      toCamInterp = mClampF( toCamInterp, 0.0f, 1.0f );
 85
 86      windDir.set( wind->getDirection().x, wind->getDirection().y, 0.0f );
 87      windSpeed = wind->getStrength();
 88
 89      // Since the effect is just a displacement
 90      // of geometry i need to scale it up for smaller
 91      // trees so it looks like its affecting it more.
 92      //
 93      // TODO: This is possibly a side effect of not 
 94      // properly doing the displacement physics in the
 95      // first place.
 96      //
 97      const F32 strengthScale = 1.0f / item->getScale();
 98      windDir *= strengthScale;
 99      windSpeed *= strengthScale;
100
101      // Add in fade.
102      windDir *= toCamInterp;
103      windSpeed *= toCamInterp;
104
105      MatrixF invXfm( item->getTransform() );
106      invXfm.inverse();      
107      invXfm.mulV( windDir );
108   }
109   else
110   {
111      /*
112      // HACK:  This should go away... we need to work out a strategy
113      // for allocating accumulators that accounts for random objects
114      // and not just forest elements.
115      //
116      // Maybe add a generic 'id' value to SceneData that is set
117      // by the RenderInst that can be any unique identifier for that
118      // object that we can used down here to fetch an item id.
119            
120      // TODO: This is horrible... we should avoid access to the script
121      // system while rendering as its really slow!            
122      if ( Con::getBoolVariable( "$tsStaticWindHack", false ) )
123      {
124         VectorF windVec( mSin( Sim::getCurrentTime() / 1000.0f ) * 0.25f, 0.0f, 0.0f );
125         //sgData.objTrans.mulV( windVec );
126         windDir.x = windVec.x;
127         windDir.y = windVec.y;
128         windSpeed = 0.75f;
129      }
130      */
131   }
132
133   buffer->setSafe( mWindDirAndSpeed, Point3F( windDir.x, windDir.y, windSpeed ) );
134   buffer->setSafe( mWindParams, Point4F( bendScale, branchAmp, detailAmp, detailFreq ) );
135}
136