Torque3D/Engine/source/T3D/examples/renderMeshExample.h

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _RENDERMESHEXAMPLE_H_
#define _RENDERMESHEXAMPLE_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#include "T3D/assets/MaterialAsset.h"
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class BaseMatInstance;
//-----------------------------------------------------------------------------
// This class implements a basic SceneObject that can exist in the world at a
// 3D position and render itself. There are several valid ways to render an
// object in Torque. This class implements the preferred rendering method which
// is to submit a MeshRenderInst along with a Material, vertex buffer,
// primitive buffer, and transform and allow the RenderMeshMgr handle the
// actual setup and rendering for you.
//-----------------------------------------------------------------------------
class RenderMeshExample : public SceneObject
{
typedef SceneObject Parent;
// Networking masks
// We need to implement a mask specifically to handle
// updating our transform from the server object to its
// client-side "ghost". We also need to implement a
// maks for handling editor updates to our properties
// (like material).
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
UpdateMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
// Define our vertex format here so we don't have to
// change it in multiple spots later
typedef GFXVertexPNT VertexType;
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//--------------------------------------------------------------------------
// Rendering variables
//--------------------------------------------------------------------------
BaseMatInstance* mMaterialInst;
DECLARE_MATERIALASSET(RenderMeshExample, Material);
DECLARE_ASSET_NET_SETGET(RenderMeshExample, Material, UpdateMask);
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// The GFX vertex and primitive buffers
GFXVertexBufferHandle< VertexType > mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
public:
RenderMeshExample();
virtual ~RenderMeshExample();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(RenderMeshExample);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Allows the object to update its editable settings
// from the server object to the client
void inspectPostApply() override;
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// Handle when we are added to the scene and removed from the scene
bool onAdd() override;
void onRemove() override;
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// Override this so that we can dirty the network flag when it is called
void setTransform( const MatrixF &mat ) override;
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// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ) override;
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// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate( NetConnection *conn, BitStream *stream ) override;
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//--------------------------------------------------------------------------
// Object Rendering
// Torque utilizes a "batch" rendering system. This means that it builds a
// list of objects that need to render (via RenderInst's) and then renders
// them all in one batch. This allows it to optimized on things like
// minimizing texture, state, and shader switching by grouping objects that
// use the same Materials.
//--------------------------------------------------------------------------
// Create the geometry for rendering
void createGeometry();
// Get the Material instance
void updateMaterial();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage( SceneRenderState *state ) override;
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};
#endif // _RENDERMESHEXAMPLE_H_