Torque3D/Engine/source/afx/afxZodiacTerrainRenderer_T3D.cpp

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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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 "afx/arcaneFX.h"
#include "materials/shaderData.h"
#include "gfx/gfxTransformSaver.h"
#include "scene/sceneRenderState.h"
#include "terrain/terrData.h"
#include "terrain/terrCell.h"
#include "gfx/primBuilder.h"
#include "afx/ce/afxZodiacMgr.h"
#include "afx/afxZodiacTerrainRenderer_T3D.h"
#include "afx/util/afxTriBoxCheck2D_T3D.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
class TerrCellSpy : public TerrCell
{
public:
static const U32 getMinCellSize() { return smMinCellSize; }
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
const RenderInstType afxZodiacTerrainRenderer::RIT_TerrainZodiac("TerrainZodiac");
afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::master = 0;
IMPLEMENT_CONOBJECT(afxZodiacTerrainRenderer);
ConsoleDocClass( afxZodiacTerrainRenderer,
"@brief A render bin for zodiac rendering on Terrain objects.\n\n"
"This bin renders instances of AFX zodiac effects onto Terrain surfaces.\n\n"
"@ingroup RenderBin\n"
"@ingroup AFX\n"
);
afxZodiacTerrainRenderer::afxZodiacTerrainRenderer()
: RenderBinManager(RIT_TerrainZodiac, 1.0f, 1.0f)
{
if (!master)
master = this;
shader_initialized = false;
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zodiac_shader = NULL;
shader_consts = NULL;
projection_sc = NULL;
color_sc = NULL;
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}
afxZodiacTerrainRenderer::afxZodiacTerrainRenderer(F32 renderOrder, F32 processAddOrder)
: RenderBinManager(RIT_TerrainZodiac, renderOrder, processAddOrder)
{
if (!master)
master = this;
shader_initialized = false;
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zodiac_shader = NULL;
shader_consts = NULL;
projection_sc = NULL;
color_sc = NULL;
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}
afxZodiacTerrainRenderer::~afxZodiacTerrainRenderer()
{
if (this == master)
master = 0;
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
void afxZodiacTerrainRenderer::initShader()
{
if (shader_initialized)
return;
shader_initialized = true;
shader_consts = 0;
norm_norefl_zb_SB = norm_refl_zb_SB;
add_norefl_zb_SB = add_refl_zb_SB;
sub_norefl_zb_SB = sub_refl_zb_SB;
zodiac_shader = afxZodiacMgr::getTerrainZodiacShader();
if (!zodiac_shader)
return;
GFXStateBlockDesc d;
d.cullDefined = true;
d.ffLighting = false;
d.blendDefined = true;
d.blendEnable = true;
d.zDefined = false;
d.zEnable = true;
d.zWriteEnable = false;
d.zFunc = GFXCmpLessEqual;
d.zSlopeBias = 0;
d.alphaDefined = true;
d.alphaTestEnable = true;
d.alphaTestRef = 0;
d.alphaTestFunc = GFXCmpGreater;
d.samplersDefined = true;
d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
// normal
d.blendSrc = GFXBlendSrcAlpha;
d.blendDest = GFXBlendInvSrcAlpha;
//
d.cullMode = GFXCullCCW;
d.zBias = arcaneFX::sTerrainZodiacZBias;
norm_norefl_zb_SB = GFX->createStateBlock(d);
//
d.cullMode = GFXCullCW;
d.zBias = arcaneFX::sTerrainZodiacZBias;
norm_refl_zb_SB = GFX->createStateBlock(d);
// additive
d.blendSrc = GFXBlendSrcAlpha;
d.blendDest = GFXBlendOne;
//
d.cullMode = GFXCullCCW;
d.zBias = arcaneFX::sTerrainZodiacZBias;
add_norefl_zb_SB = GFX->createStateBlock(d);
//
d.cullMode = GFXCullCW;
d.zBias = arcaneFX::sTerrainZodiacZBias;
add_refl_zb_SB = GFX->createStateBlock(d);
// subtractive
d.blendSrc = GFXBlendZero;
d.blendDest = GFXBlendInvSrcColor;
//
d.cullMode = GFXCullCCW;
d.zBias = arcaneFX::sTerrainZodiacZBias;
sub_norefl_zb_SB = GFX->createStateBlock(d);
//
d.cullMode = GFXCullCW;
d.zBias = arcaneFX::sTerrainZodiacZBias;
sub_refl_zb_SB = GFX->createStateBlock(d);
shader_consts = zodiac_shader->getShader()->allocConstBuffer();
projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView");
color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor");
}
void afxZodiacTerrainRenderer::clear()
{
Parent::clear();
terrain_zodes.clear();
}
void afxZodiacTerrainRenderer::addZodiac(U32 zode_idx, const Point3F& pos, F32 ang,
const TerrainBlock* block, const TerrCell* cell,
const MatrixF& mRenderObjToWorld, F32 camDist)
{
terrain_zodes.increment();
TerrainZodiacElem& elem = terrain_zodes.last();
elem.block = block;
elem.cell = cell;
elem.zode_idx = zode_idx;
elem.ang = ang;
elem.mRenderObjToWorld = mRenderObjToWorld;
elem.camDist = camDist;
}
afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::getMaster()
{
if (!master)
master = new afxZodiacTerrainRenderer;
return master;
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
GFXStateBlock* afxZodiacTerrainRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
{
GFXStateBlock* sb = 0;
switch (blend)
{
case afxZodiacData::BLEND_ADDITIVE:
sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
break;
case afxZodiacData::BLEND_SUBTRACTIVE:
sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
break;
default: // afxZodiacData::BLEND_NORMAL:
sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
break;
}
return sb;
}
void afxZodiacTerrainRenderer::render(SceneRenderState* state)
{
PROFILE_SCOPE(afxRenderZodiacTerrainMgr_render);
// Early out if no terrain zodiacs to draw.
if (terrain_zodes.size() == 0)
return;
initShader();
if (!zodiac_shader)
return;
bool is_reflect_pass = state->isReflectPass();
// Automagically save & restore our viewport and transforms.
GFXTransformSaver saver;
MatrixF proj = GFX->getProjectionMatrix();
// Set up world transform
MatrixF world = GFX->getWorldMatrix();
proj.mul(world);
shader_consts->set(projection_sc, proj);
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
// RENDER EACH ZODIAC
//
for (S32 zz = 0; zz < terrain_zodes.size(); zz++)
{
TerrainZodiacElem& elem = terrain_zodes[zz];
TerrainBlock* block = (TerrainBlock*) elem.block;
afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
if (!zode)
continue;
if (is_reflect_pass)
{
if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
continue;
}
else
{
if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
continue;
}
F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
if (fadebias < 0.01f)
continue;
F32 cos_ang = mCos(elem.ang);
F32 sin_ang = mSin(elem.ang);
GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
GFX->setShader(zodiac_shader->getShader());
GFX->setStateBlock(sb);
GFX->setShaderConstBuffer(shader_consts);
// set the texture
GFX->setTexture(0, *zode->txr);
LinearColorF zode_color = (LinearColorF)zode->color;
zode_color.alpha *= fadebias;
shader_consts->set(color_sc, zode_color);
Point3F half_size(zode->radius_xy,zode->radius_xy,zode->radius_xy);
F32 inv_radius = 1.0f/zode->radius_xy;
GFXPrimitive cell_prim;
GFXVertexBufferHandle<TerrVertex> cell_verts;
GFXPrimitiveBufferHandle primBuff;
elem.cell->getRenderPrimitive(&cell_prim, &cell_verts, &primBuff);
U32 n_nonskirt_tris = TerrCellSpy::getMinCellSize()*TerrCellSpy::getMinCellSize()*2;
const Point3F* verts = ((TerrCell*)elem.cell)->getZodiacVertexBuffer();
const U16 *tris = block->getZodiacPrimitiveBuffer();
if (!tris)
continue;
PrimBuild::begin(GFXTriangleList, 3*n_nonskirt_tris);
/////////////////////////////////
U32 n_overlapping_tris = 0;
U32 idx = 0;
for (U32 i = 0; i < n_nonskirt_tris; i++)
{
Point3F tri_v[3];
tri_v[0] = verts[tris[idx++]];
tri_v[1] = verts[tris[idx++]];
tri_v[2] = verts[tris[idx++]];
elem.mRenderObjToWorld.mulP(tri_v[0]);
elem.mRenderObjToWorld.mulP(tri_v[1]);
elem.mRenderObjToWorld.mulP(tri_v[2]);
if (!afxTriBoxOverlap2D(zode->pos, half_size, tri_v[0], tri_v[1], tri_v[2]))
continue;
n_overlapping_tris++;
for (U32 j = 0; j < 3; j++)
{
// compute UV
F32 u1 = (tri_v[j].x - zode->pos.x)*inv_radius;
F32 v1 = (tri_v[j].y - zode->pos.y)*inv_radius;
F32 ru1 = u1*cos_ang - v1*sin_ang;
F32 rv1 = u1*sin_ang + v1*cos_ang;
F32 uu = (ru1 + 1.0f)/2.0f;
F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
PrimBuild::texCoord2f(uu, vv);
PrimBuild::vertex3fv(tri_v[j]);
}
}
/////////////////////////////////
PrimBuild::end(false);
}
//
// RENDER EACH ZODIAC
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//