Torque3D/Engine/source/forest/windDeformation.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "forest/windDeformation.h"
#include "forest/forestItem.h"
#include "forest/forestWindMgr.h"
#include "forest/forestWindAccumulator.h"
#include "materials/sceneData.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxShader.h"
#include "gfx/gfxStructs.h"
ImplementFeatureType( MFT_WindEffect, MFG_PreTransform, 0, false );
void WindDeformationConstHandles::init( GFXShader *shader )
{
mWindDirAndSpeed = shader->getShaderConstHandle( "$windDirAndSpeed" );
mWindParams = shader->getShaderConstHandle( "$windParams" );
}
void WindDeformationConstHandles::setConsts( SceneRenderState *state,
const SceneData &sgData,
GFXShaderConstBuffer *buffer )
{
PROFILE_SCOPE( WindDeformationConstHandles_setConsts );
Point3F windDir( 0, 0, 0 );
F32 windSpeed = 0;
F32 bendScale = 0;
F32 branchAmp = 0;
F32 detailAmp = 0;
F32 detailFreq = 0;
const ForestItem *item = (const ForestItem*)sgData.materialHint;
ForestWindAccumulator *wind = NULL;
if ( item )
{
// First setup the per-datablock shader constants.
//
// These cannot be skipped as they modifiy the rest
// state of a tree even without wind.
//
const ForestItemData *itemData = item->getData();
const F32 windScale = itemData->mWindScale;
bendScale = itemData->mTrunkBendScale * windScale;
branchAmp = itemData->mWindBranchAmp * windScale;
detailAmp = itemData->mWindDetailAmp * windScale;
detailFreq = itemData->mWindDetailFreq * windScale;
// Look for wind state.
wind = WINDMGR->getLocalWind( item->getKey() );
}
if ( wind )
{
// Calculate distance to camera fade.
F32 toCamLen = ( state->getDiffuseCameraPosition() - wind->getPosition()).len();
F32 toCamInterp = 1.0f - (toCamLen / ForestWindMgr::smWindEffectRadius);
toCamInterp = mClampF( toCamInterp, 0.0f, 1.0f );
windDir.set( wind->getDirection().x, wind->getDirection().y, 0.0f );
windSpeed = wind->getStrength();
// Since the effect is just a displacement
// of geometry i need to scale it up for smaller
// trees so it looks like its affecting it more.
//
// TODO: This is possibly a side effect of not
// properly doing the displacement physics in the
// first place.
//
const F32 strengthScale = 1.0f / item->getScale();
windDir *= strengthScale;
windSpeed *= strengthScale;
// Add in fade.
windDir *= toCamInterp;
windSpeed *= toCamInterp;
MatrixF invXfm( item->getTransform() );
invXfm.inverse();
invXfm.mulV( windDir );
}
else
{
/*
// HACK: This should go away... we need to work out a strategy
// for allocating accumulators that accounts for random objects
// and not just forest elements.
//
// Maybe add a generic 'id' value to SceneData that is set
// by the RenderInst that can be any unique identifier for that
// object that we can used down here to fetch an item id.
// TODO: This is horrible... we should avoid access to the script
// system while rendering as its really slow!
if ( Con::getBoolVariable( "$tsStaticWindHack", false ) )
{
VectorF windVec( mSin( Sim::getCurrentTime() / 1000.0f ) * 0.25f, 0.0f, 0.0f );
//sgData.objTrans.mulV( windVec );
windDir.x = windVec.x;
windDir.y = windVec.y;
windSpeed = 0.75f;
}
*/
}
buffer->setSafe( mWindDirAndSpeed, Point3F( windDir.x, windDir.y, windSpeed ) );
buffer->setSafe( mWindParams, Point4F( bendScale, branchAmp, detailAmp, detailFreq ) );
}