mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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135 lines
5 KiB
C++
135 lines
5 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "forest/windDeformation.h"
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#include "forest/forestItem.h"
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#include "forest/forestWindMgr.h"
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#include "forest/forestWindAccumulator.h"
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#include "materials/sceneData.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxShader.h"
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#include "gfx/gfxStructs.h"
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ImplementFeatureType( MFT_WindEffect, MFG_PreTransform, 0, false );
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void WindDeformationConstHandles::init( GFXShader *shader )
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{
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mWindDirAndSpeed = shader->getShaderConstHandle( "$windDirAndSpeed" );
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mWindParams = shader->getShaderConstHandle( "$windParams" );
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}
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void WindDeformationConstHandles::setConsts( SceneRenderState *state,
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const SceneData &sgData,
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GFXShaderConstBuffer *buffer )
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{
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PROFILE_SCOPE( WindDeformationConstHandles_setConsts );
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Point3F windDir( 0, 0, 0 );
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F32 windSpeed = 0;
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F32 bendScale = 0;
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F32 branchAmp = 0;
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F32 detailAmp = 0;
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F32 detailFreq = 0;
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const ForestItem *item = (const ForestItem*)sgData.materialHint;
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ForestWindAccumulator *wind = NULL;
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if ( item )
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{
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// First setup the per-datablock shader constants.
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//
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// These cannot be skipped as they modifiy the rest
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// state of a tree even without wind.
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//
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const ForestItemData *itemData = item->getData();
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const F32 windScale = itemData->mWindScale;
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bendScale = itemData->mTrunkBendScale * windScale;
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branchAmp = itemData->mWindBranchAmp * windScale;
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detailAmp = itemData->mWindDetailAmp * windScale;
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detailFreq = itemData->mWindDetailFreq * windScale;
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// Look for wind state.
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wind = WINDMGR->getLocalWind( item->getKey() );
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}
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if ( wind )
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{
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// Calculate distance to camera fade.
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F32 toCamLen = ( state->getDiffuseCameraPosition() - wind->getPosition()).len();
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F32 toCamInterp = 1.0f - (toCamLen / ForestWindMgr::smWindEffectRadius);
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toCamInterp = mClampF( toCamInterp, 0.0f, 1.0f );
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windDir.set( wind->getDirection().x, wind->getDirection().y, 0.0f );
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windSpeed = wind->getStrength();
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// Since the effect is just a displacement
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// of geometry i need to scale it up for smaller
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// trees so it looks like its affecting it more.
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//
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// TODO: This is possibly a side effect of not
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// properly doing the displacement physics in the
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// first place.
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//
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const F32 strengthScale = 1.0f / item->getScale();
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windDir *= strengthScale;
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windSpeed *= strengthScale;
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// Add in fade.
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windDir *= toCamInterp;
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windSpeed *= toCamInterp;
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MatrixF invXfm( item->getTransform() );
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invXfm.inverse();
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invXfm.mulV( windDir );
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}
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else
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{
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/*
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// HACK: This should go away... we need to work out a strategy
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// for allocating accumulators that accounts for random objects
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// and not just forest elements.
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//
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// Maybe add a generic 'id' value to SceneData that is set
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// by the RenderInst that can be any unique identifier for that
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// object that we can used down here to fetch an item id.
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// TODO: This is horrible... we should avoid access to the script
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// system while rendering as its really slow!
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if ( Con::getBoolVariable( "$tsStaticWindHack", false ) )
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{
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VectorF windVec( mSin( Sim::getCurrentTime() / 1000.0f ) * 0.25f, 0.0f, 0.0f );
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//sgData.objTrans.mulV( windVec );
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windDir.x = windVec.x;
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windDir.y = windVec.y;
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windSpeed = 0.75f;
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}
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*/
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}
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buffer->setSafe( mWindDirAndSpeed, Point3F( windDir.x, windDir.y, windSpeed ) );
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buffer->setSafe( mWindParams, Point4F( bendScale, branchAmp, detailAmp, detailFreq ) );
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}
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