mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
terrain-zodiacs -- Changes made for rendering zodiacs on regular terrain.
This commit is contained in:
parent
3219735087
commit
00e3eb6ba8
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@ -20,6 +20,11 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
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#include "terrain/terrCell.h"
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@ -56,6 +61,7 @@ TerrCell::TerrCell()
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mIsInteriorOnly( false )
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{
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dMemset( mChildren, 0, sizeof( mChildren ) );
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zode_vertexBuffer = 0;
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}
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TerrCell::~TerrCell()
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@ -64,6 +70,7 @@ TerrCell::~TerrCell()
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for ( U32 i=0; i < 4; i++ )
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SAFE_DELETE( mChildren[i] );
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deleteZodiacVertexBuffer();
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}
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void TerrCell::createPrimBuffer( GFXPrimitiveBufferHandle *primBuffer )
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@ -582,6 +589,7 @@ void TerrCell::_updateVertexBuffer()
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AssertFatal( vbcounter == smVBSize, "bad" );
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mVertexBuffer.unlock();
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deleteZodiacVertexBuffer();
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}
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void TerrCell::_updatePrimitiveBuffer()
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@ -1089,3 +1097,114 @@ void TerrCell::deleteMaterials()
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if ( mChildren[i] )
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mChildren[i]->deleteMaterials();
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}
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const Point3F* TerrCell::getZodiacVertexBuffer()
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{
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if (!zode_vertexBuffer)
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createZodiacVertexBuffer();
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return zode_vertexBuffer;
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}
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void TerrCell::createZodiacPrimBuffer(U16** zode_primBuffer)
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{
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if (*zode_primBuffer != 0)
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delete [] *zode_primBuffer;
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*zode_primBuffer = new U16[TerrCell::smMinCellSize*TerrCell::smMinCellSize*6];
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// Lock and fill it up!
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U16* idxBuff = *zode_primBuffer;
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U32 counter = 0;
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U32 maxIndex = 0;
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for ( U32 y = 0; y < smMinCellSize; y++ )
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{
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const U32 yTess = y % 2;
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for ( U32 x = 0; x < smMinCellSize; x++ )
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{
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U32 index = ( y * smVBStride ) + x;
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const U32 xTess = x % 2;
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if ( ( xTess == 0 && yTess == 0 ) ||
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( xTess != 0 && yTess != 0 ) )
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{
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idxBuff[0] = index + 0;
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idxBuff[1] = index + smVBStride;
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idxBuff[2] = index + smVBStride + 1;
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idxBuff[3] = index + 0;
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idxBuff[4] = index + smVBStride + 1;
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idxBuff[5] = index + 1;
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}
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else
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{
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idxBuff[0] = index + 1;
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idxBuff[1] = index;
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idxBuff[2] = index + smVBStride;
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idxBuff[3] = index + 1;
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idxBuff[4] = index + smVBStride;
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idxBuff[5] = index + smVBStride + 1;
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}
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idxBuff += 6;
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maxIndex = index + 1 + smVBStride;
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counter += 6;
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}
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}
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}
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void TerrCell::createZodiacVertexBuffer()
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{
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const F32 squareSize = mTerrain->getSquareSize();
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const U32 blockSize = mTerrain->getBlockSize();
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const U32 stepSize = mSize / smMinCellSize;
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if (zode_vertexBuffer)
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delete [] zode_vertexBuffer;
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zode_vertexBuffer = new Point3F[smVBStride*smVBStride];
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Point3F* vert = zode_vertexBuffer;
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Point2I gridPt;
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Point2F point;
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F32 height;
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const TerrainFile *file = mTerrain->getFile();
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for ( U32 y = 0; y < smVBStride; y++ )
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{
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for ( U32 x = 0; x < smVBStride; x++ )
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{
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// We clamp here to keep the geometry from reading across
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// one side of the height map to the other causing walls
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// around the edges of the terrain.
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gridPt.x = mClamp( mPoint.x + x * stepSize, 0, blockSize - 1 );
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gridPt.y = mClamp( mPoint.y + y * stepSize, 0, blockSize - 1 );
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// Setup this point.
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point.x = (F32)gridPt.x * squareSize;
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point.y = (F32)gridPt.y * squareSize;
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height = fixedToFloat( file->getHeight( gridPt.x, gridPt.y ) );
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vert->x = point.x;
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vert->y = point.y;
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vert->z = height;
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++vert;
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}
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}
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}
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void TerrCell::deleteZodiacVertexBuffer()
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{
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if (zode_vertexBuffer)
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{
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delete [] zode_vertexBuffer;
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zode_vertexBuffer = 0;
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}
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}
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@ -20,6 +20,11 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _TERRCELL_H_
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#define _TERRCELL_H_
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@ -226,6 +231,13 @@ public:
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void renderBounds() const;
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/// @}
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protected:
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Point3F* zode_vertexBuffer;
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void createZodiacVertexBuffer();
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public:
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const Point3F* getZodiacVertexBuffer();
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void deleteZodiacVertexBuffer();
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static void createZodiacPrimBuffer(U16** primBuffer);
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};
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inline F32 TerrCell::getDistanceTo( const Point3F &pt ) const
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@ -20,6 +20,11 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
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#include "terrain/terrData.h"
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@ -200,6 +205,8 @@ TerrainBlock::TerrainBlock()
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{
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mTypeMask = TerrainObjectType | StaticObjectType | StaticShapeObjectType;
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mNetFlags.set(Ghostable | ScopeAlways);
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mIgnoreZodiacs = false;
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zode_primBuffer = 0;
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}
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@ -218,6 +225,7 @@ TerrainBlock::~TerrainBlock()
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if (editor)
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editor->detachTerrain(this);
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#endif
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deleteZodiacPrimitiveBuffer();
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}
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void TerrainBlock::_onTextureEvent( GFXTexCallbackCode code )
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@ -1006,6 +1014,7 @@ void TerrainBlock::_rebuildQuadtree()
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// Build the shared PrimitiveBuffer.
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mCell->createPrimBuffer( &mPrimBuffer );
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deleteZodiacPrimitiveBuffer();
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}
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void TerrainBlock::_updatePhysics()
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@ -1148,6 +1157,9 @@ void TerrainBlock::initPersistFields()
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endGroup( "Misc" );
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addGroup("AFX");
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addField("ignoreZodiacs", TypeBool, Offset(mIgnoreZodiacs, TerrainBlock));
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endGroup("AFX");
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Parent::initPersistFields();
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removeField( "scale" );
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@ -1198,6 +1210,7 @@ U32 TerrainBlock::packUpdate(NetConnection* con, U32 mask, BitStream *stream)
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stream->write( mScreenError );
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stream->writeInt(mBaseTexFormat, 32);
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stream->writeFlag(mIgnoreZodiacs);
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return retMask;
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}
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@ -1267,6 +1280,7 @@ void TerrainBlock::unpackUpdate(NetConnection* con, BitStream *stream)
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stream->read( &mScreenError );
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mBaseTexFormat = (BaseTexFormat)stream->readInt(32);
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mIgnoreZodiacs = stream->readFlag();
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}
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void TerrainBlock::getMinMaxHeight( F32 *minHeight, F32 *maxHeight ) const
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@ -1405,3 +1419,19 @@ DefineConsoleFunction( getTerrainHeightBelowPosition, F32, (const char* ptOrX, c
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return height;
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}
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const U16* TerrainBlock::getZodiacPrimitiveBuffer()
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{
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if (!zode_primBuffer && !mIgnoreZodiacs)
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TerrCell::createZodiacPrimBuffer(&zode_primBuffer);
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return zode_primBuffer;
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}
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void TerrainBlock::deleteZodiacPrimitiveBuffer()
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{
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if (zode_primBuffer != 0)
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{
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delete [] zode_primBuffer;
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zode_primBuffer = 0;
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}
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}
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@ -20,6 +20,11 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _TERRDATA_H_
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#define _TERRDATA_H_
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@ -457,6 +462,13 @@ public:
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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void inspectPostApply();
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protected:
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bool mIgnoreZodiacs;
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U16* zode_primBuffer;
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void deleteZodiacPrimitiveBuffer();
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public:
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const U16* getZodiacPrimitiveBuffer();
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};
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#endif // _TERRDATA_H_
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@ -20,6 +20,11 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
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#include "terrain/terrRender.h"
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@ -45,6 +50,8 @@
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#include "gfx/gfxDrawUtil.h"
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#include "afx/arcaneFX.h"
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#include "afx/ce/afxZodiacMgr.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "gfx/bitmap/ddsFile.h"
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if ( isColorDrawPass )
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lm = LIGHTMGR;
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bool has_zodiacs = afxZodiacMgr::doesBlockContainZodiacs(state, this);
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for ( U32 i=0; i < renderCells.size(); i++ )
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{
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TerrCell *cell = renderCells[i];
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@ -483,6 +491,8 @@ void TerrainBlock::_renderBlock( SceneRenderState *state )
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inst->defaultKey = (U32)cell->getMaterials();
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if (has_zodiacs)
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afxZodiacMgr::renderTerrainZodiacs(state, this, cell);
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// Submit it for rendering.
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renderPass->addInst( inst );
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}
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@ -20,6 +20,16 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// The terrain implementation of zodiacs is largely contained in
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// afxZodiac.[h,cpp], however, some changes are required to the terrain
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// code. Structures EmitChunk and SquareStackNode now contain an
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// afxZodiacBitmask for keeping track of zodiac intersections.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _TERRRENDER_H_
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#define _TERRRENDER_H_
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@ -27,6 +37,7 @@
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#include "terrain/terrData.h"
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#endif
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#include "afx/ce/afxZodiacDefs.h"
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enum TerrConstants : U32
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{
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MaxClipPlanes = 8, ///< left, right, top, bottom - don't need far tho...
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