Torque3D/Engine/source/environment/basicClouds.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 "platform/profiler.h"
#include "console/consoleTypes.h"
#include "basicClouds.h"
#include "gfx/gfxTransformSaver.h"
#include "core/stream/fileStream.h"
#include "core/stream/bitStream.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "materials/shaderData.h"
#include "math/mathIO.h"
ConsoleDocClass( BasicClouds,
"@brief Renders up to three layers of scrolling cloud-cover textures overhead.\n\n"
"%BasicClouds always renders overhead, following the camera. It is intended "
"as part of the background of your level, rendering in front of Sky/Sun "
"type objects and behind everything else.\n\n"
"The parameters controlling the rendering of each texture are refered to "
"and grouped as 'layers'. They are rendered in sequential order, so, layer 1 "
"obscures layer 0, and so on.\n\n"
"BasicClouds is not affected by scene lighting and is therefore not appropriate "
"for scenes in which lighting radically changes, such as day/night.\n\n"
"@ingroup Atmosphere"
);
U32 BasicClouds::smVertStride = 50;
U32 BasicClouds::smStrideMinusOne = 49;
U32 BasicClouds::smVertCount = 50 * 50;
U32 BasicClouds::smTriangleCount = smStrideMinusOne * smStrideMinusOne * 2;
BasicClouds::BasicClouds()
{
mTypeMask |= EnvironmentObjectType | StaticObjectType;
mNetFlags.set(Ghostable | ScopeAlways);
mLayerEnabled[0] = true;
mLayerEnabled[1] = true;
mLayerEnabled[2] = true;
// Default textures are assigned by the ObjectBuilderGui.
//mTexName[0] = "art/skies/clouds/cloud1";
//mTexName[1] = "art/skies/clouds/cloud2";
//mTexName[2] = "art/skies/clouds/cloud3";
mHeight[0] = 4.0f;
mHeight[1] = 3.0f;
mHeight[2] = 2.0f;
mTexSpeed[0] = 0.0005f;
mTexSpeed[1] = 0.001f;
mTexSpeed[2] = 0.0003f;
mTexScale[0] = 1.0;
mTexScale[1] = 1.0;
mTexScale[2] = 1.0;
mTexDirection[0].set( 1.0f, 0.0f );
mTexDirection[1].set( 1.0f, 0.0f );
mTexDirection[2].set( 1.0f, 0.0f );
mTexOffset[0].set( 0.5f, 0.5f );
mTexOffset[1].set( 0.5f, 0.5f );
mTexOffset[2].set( 0.5f, 0.5f );
}
IMPLEMENT_CO_NETOBJECT_V1( BasicClouds );
// ConsoleObject...
bool BasicClouds::onAdd()
{
if ( !Parent::onAdd() )
return false;
setGlobalBounds();
resetWorldBox();
addToScene();
if ( isClientObject() )
{
_initTexture();
_initBuffers();
// Find ShaderData
ShaderData *shaderData;
mShader = Sim::findObject( "BasicCloudsShader", shaderData ) ? shaderData->getShader() : NULL;
if ( !mShader )
{
Con::errorf( "BasicClouds::onAdd - could not find BasicCloudsShader" );
return false;
}
// Create ShaderConstBuffer and Handles
mShaderConsts = mShader->allocConstBuffer();
mModelViewProjSC = mShader->getShaderConstHandle( "$modelView" );
mTimeSC = mShader->getShaderConstHandle( "$accumTime" );
mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
// Create StateBlocks
GFXStateBlockDesc desc;
desc.setCullMode( GFXCullNone );
desc.setBlend( true );
desc.setZReadWrite( false, false );
desc.samplersDefined = true;
desc.samplers[0].addressModeU = GFXAddressWrap;
desc.samplers[0].addressModeV = GFXAddressWrap;
desc.samplers[0].addressModeW = GFXAddressWrap;
desc.samplers[0].magFilter = GFXTextureFilterLinear;
desc.samplers[0].minFilter = GFXTextureFilterLinear;
desc.samplers[0].mipFilter = GFXTextureFilterLinear;
desc.samplers[0].textureColorOp = GFXTOPModulate;
mStateblock = GFX->createStateBlock( desc );
}
return true;
}
void BasicClouds::onRemove()
{
removeFromScene();
Parent::onRemove();
}
void BasicClouds::initPersistFields()
{
addGroup( "BasicClouds" );
addArray( "Layers", TEX_COUNT );
addField( "layerEnabled", TypeBool, Offset( mLayerEnabled, BasicClouds ), TEX_COUNT,
"Enable or disable rendering of this layer." );
addField( "texture", TypeImageFilename, Offset( mTexName, BasicClouds ), TEX_COUNT,
"Texture for this layer." );
addField( "texScale", TypeF32, Offset( mTexScale, BasicClouds ), TEX_COUNT,
"Texture repeat for this layer." );
addField( "texDirection", TypePoint2F, Offset( mTexDirection, BasicClouds ), TEX_COUNT,
"Texture scroll direction for this layer, relative to the world axis." );
addField( "texSpeed", TypeF32, Offset( mTexSpeed, BasicClouds ), TEX_COUNT,
"Texture scroll speed for this layer." );
addField( "texOffset", TypePoint2F, Offset( mTexOffset, BasicClouds ), TEX_COUNT,
"UV offset for this layer." );
addField( "height", TypeF32, Offset( mHeight, BasicClouds ), TEX_COUNT,
"Abstract number which controls the curvature and height of the dome mesh" );
endArray( "Layers" );
endGroup( "BasicClouds" );
Parent::initPersistFields();
}
void BasicClouds::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits( BasicCloudsMask );
}
// NetObject...
U32 BasicClouds::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( conn, mask, stream );
for ( U32 i = 0; i < TEX_COUNT; i++ )
{
stream->writeFlag( mLayerEnabled[i] );
stream->write( mTexName[i] );
stream->write( mTexScale[i] );
mathWrite( *stream, mTexDirection[i] );
stream->write( mTexSpeed[i] );
mathWrite( *stream, mTexOffset[i] );
stream->write( mHeight[i] );
}
return retMask;
}
void BasicClouds::unpackUpdate( NetConnection *conn, BitStream *stream )
{
Parent::unpackUpdate( conn, stream );
for ( U32 i = 0; i < TEX_COUNT; i++ )
{
mLayerEnabled[i] = stream->readFlag();
stream->read( &mTexName[i] );
stream->read( &mTexScale[i] );
mathRead( *stream, &mTexDirection[i] );
stream->read( &mTexSpeed[i] );
mathRead( *stream, &mTexOffset[i] );
stream->read( &mHeight[i] );
}
if ( isProperlyAdded() )
{
// We could check if the height or texture have actually changed.
_initBuffers();
_initTexture();
}
}
// SceneObject...
void BasicClouds::prepRenderImage( SceneRenderState *state )
{
PROFILE_SCOPE( BasicClouds_prepRenderImage );
bool isEnabled = false;
for ( U32 i = 0; i < TEX_COUNT; i++ )
{
if ( mLayerEnabled[i] )
{
isEnabled = true;
break;
}
}
if ( !isEnabled )
return;
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
ObjectRenderInst *ri = state->getRenderPass()->allocInst< ObjectRenderInst >();
ri->renderDelegate.bind( this, &BasicClouds::renderObject );
ri->type = RenderPassManager::RIT_Sky;
ri->defaultKey = 0;
ri->defaultKey2 = 0;
state->getRenderPass()->addInst( ri );
}
void BasicClouds::renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi )
{
GFXTransformSaver saver;
Point3F camPos = state->getCameraPosition();
MatrixF xfm(true);
xfm.setPosition(camPos);
GFX->multWorld(xfm);
if ( state->isReflectPass() )
GFX->setProjectionMatrix( state->getSceneManager()->getNonClipProjection() );
GFX->setShader( mShader );
GFX->setShaderConstBuffer( mShaderConsts );
GFX->setStateBlock( mStateblock );
MatrixF xform(GFX->getProjectionMatrix());
xform *= GFX->getViewMatrix();
xform *= GFX->getWorldMatrix();
mShaderConsts->setSafe( mModelViewProjSC, xform );
mShaderConsts->setSafe( mTimeSC, (F32)Sim::getCurrentTime() / 1000.0f );
GFX->setPrimitiveBuffer( mPB );
for ( U32 i = 0; i < TEX_COUNT; i++ )
{
if ( !mLayerEnabled[i] )
continue;
mShaderConsts->setSafe( mTexScaleSC, mTexScale[i] );
mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );
GFX->setTexture( 0, mTexture[i] );
GFX->setVertexBuffer( mVB[i] );
GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );
}
}
// BasicClouds Internal Methods....
void BasicClouds::_initTexture()
{
for ( U32 i = 0; i < TEX_COUNT; i++ )
{
if ( !mLayerEnabled[i] )
{
mTexture[i] = NULL;
continue;
}
if ( mTexName[i].isNotEmpty() )
mTexture[i].set( mTexName[i], &GFXDefaultStaticDiffuseProfile, "BasicClouds" );
if ( mTexture[i].isNull() )
mTexture[i].set( "core/art/warnmat", &GFXDefaultStaticDiffuseProfile, "BasicClouds" );
}
}
void BasicClouds::_initBuffers()
{
// Primitive Buffer... Is shared for all Layers.
mPB.set( GFX, smTriangleCount * 3, smTriangleCount, GFXBufferTypeStatic );
U16 *pIdx = NULL;
mPB.lock(&pIdx);
U32 curIdx = 0;
for ( U32 y = 0; y < smStrideMinusOne; y++ )
{
for ( U32 x = 0; x < smStrideMinusOne; x++ )
{
U32 offset = x + y * smVertStride;
pIdx[curIdx] = offset;
curIdx++;
pIdx[curIdx] = offset + 1;
curIdx++;
pIdx[curIdx] = offset + smVertStride + 1;
curIdx++;
pIdx[curIdx] = offset;
curIdx++;
pIdx[curIdx] = offset + smVertStride + 1;
curIdx++;
pIdx[curIdx] = offset + smVertStride;
curIdx++;
}
}
mPB.unlock();
// Vertex Buffer...
// Each layer has their own so they can be at different heights.
for ( U32 i = 0; i < TEX_COUNT; i++ )
{
Point3F vertScale( 16.0f, 16.0f, mHeight[i] );
F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
mVB[i].set( GFX, smVertCount, GFXBufferTypeStatic );
GFXVertexPT *pVert = mVB[i].lock();
for ( U32 y = 0; y < smVertStride; y++ )
{
F32 v = ( (F32)y / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
for ( U32 x = 0; x < smVertStride; x++ )
{
F32 u = ( (F32)x / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
F32 sx = u;
F32 sy = v;
F32 sz = mCos( mSqrt( sx*sx + sy*sy ) ) + zOffset;
pVert->point.set( sx, sy, sz );
pVert->point *= vertScale;
pVert->texCoord.set( u, v );
pVert++;
}
}
mVB[i].unlock();
}
}