mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Spheres for Skies
-Added: SkySphere a full sphere skyBox -Change: ScatterSky now renders a dome instead of the top face of a cubeSphere -Change: Creator now has skySphere TODO: Simplify sphere creation PossibleMethod: Add the sphere creation functions to one place to be shared around.
This commit is contained in:
parent
916121a1bd
commit
1d5a36c4c0
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@ -758,73 +758,146 @@ bool ScatterSky::_initShader()
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return true;
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}
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void ScatterSky::clearVectors()
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{
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tmpVertices.clear();
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vertsVec.clear();
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}
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void ScatterSky::addVertex(Point3F vert)
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{
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vertsVec.push_back(vert.x);
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vertsVec.push_back(vert.y);
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vertsVec.push_back(vert.z);
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}
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void ScatterSky::BuildFinalVert()
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{
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U32 count = vertsVec.size();
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U32 i, j;
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for (i = 0, j = 0; i < count; i += 3, j += 2)
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{
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FinalVertexData temp;
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temp.pos.set(Point3F(vertsVec[i], vertsVec[i + 1], vertsVec[i + 2]));
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finalVertData.push_back(temp);
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}
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}
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void ScatterSky::_initVBIB()
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{
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U32 rings = 18;
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U32 height = 9;
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U32 radius = 10;
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F32 x, y, z, xy; // vertex position
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F32 ringStep = M_2PI / rings;
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F32 heightStep = M_HALFPI / height; // M_PI for full sphere.
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F32 ringAng, heightAng;
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//clear vecs
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clearVectors();
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for (U32 i = 0; i <= height; ++i)
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{
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heightAng = M_PI / 2 - (F32)i * heightStep;
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xy = radius * mCos(heightAng);
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z = radius * mSin(heightAng);
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for (U32 j = 0; j <= rings; ++j)
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{
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SphereVertex vert;
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ringAng = j * ringStep;
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x = xy * mCos(ringAng);
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y = xy * mSin(ringAng);
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vert.pos.set(Point3F(x, y, z));
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tmpVertices.push_back(vert);
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}
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}
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SphereVertex v1, v2, v3, v4;
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U32 vi1, vi2 = 0;
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for (U32 i = 0; i < height; ++i)
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{
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vi1 = i * (rings + 1);
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vi2 = (i + 1) * (rings + 1);
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for (U32 j = 0; j < rings; ++j, ++vi1, ++vi2)
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{
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v1 = tmpVertices[vi1];
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v2 = tmpVertices[vi2];
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v3 = tmpVertices[vi1 + 1];
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v4 = tmpVertices[vi2 + 1];
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// 1st = triangle.
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if (i == 0)
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{
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// verts for tri.
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addVertex(v1.pos);
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addVertex(v2.pos);
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addVertex(v4.pos);
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}
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/* UNCOMMENT WHEN FULL SPHERE
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else if (i == (height - 1))
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{
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// verts for tri.
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addVertex(v1.pos);
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addVertex(v2.pos);
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addVertex(v3.pos);
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}*/
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else
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{
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// verts for quad.
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addVertex(v1.pos);
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addVertex(v2.pos);
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addVertex(v3.pos);
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addVertex(v3.pos);
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addVertex(v4.pos);
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addVertex(v2.pos);
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}
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}
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}
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BuildFinalVert();
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// Vertex Buffer...
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U32 vertStride = 50;
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U32 strideMinusOne = vertStride - 1;
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mVertCount = vertStride * vertStride;
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mPrimCount = strideMinusOne * strideMinusOne * 2;
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Point3F vertScale( 16.0f, 16.0f, 4.0f );
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F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
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mVertCount = finalVertData.size();
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mPrimCount = mVertCount / 3;
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mVB.set( GFX, mVertCount, GFXBufferTypeStatic );
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GFXVertexP *pVert = mVB.lock();
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if(!pVert) return;
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for ( U32 y = 0; y < vertStride; y++ )
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for ( U32 i = 0; i < mVertCount; i++ )
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{
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F32 v = ( (F32)y / (F32)strideMinusOne - 0.5f ) * 2.0f;
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for ( U32 x = 0; x < vertStride; x++ )
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{
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F32 u = ( (F32)x / (F32)strideMinusOne - 0.5f ) * 2.0f;
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F32 sx = u;
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F32 sy = v;
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F32 sz = (mCos( mSqrt( sx*sx + sy*sy ) ) * 1.0f) + zOffset;
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//F32 sz = 1.0f;
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pVert->point.set( sx, sy, sz );
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pVert->point *= vertScale;
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pVert->point.set(finalVertData[i].pos);
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pVert->point.normalize();
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pVert->point *= 200000.0f;
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pVert++;
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}
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}
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mVB.unlock();
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// Primitive Buffer...
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mPrimBuffer.set( GFX, mPrimCount * 3, mPrimCount, GFXBufferTypeStatic );
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mPrimBuffer.set( GFX, mVertCount, mPrimCount, GFXBufferTypeStatic );
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U16 *pIdx = NULL;
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mPrimBuffer.lock(&pIdx);
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U32 curIdx = 0;
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for ( U32 y = 0; y < strideMinusOne; y++ )
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for ( U32 i = 0, k = 0; i < mPrimCount; i++, k+=3 )
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{
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for ( U32 x = 0; x < strideMinusOne; x++ )
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{
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U32 offset = x + y * vertStride;
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pIdx[curIdx] = offset;
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pIdx[curIdx] = k;
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curIdx++;
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pIdx[curIdx] = offset + 1;
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pIdx[curIdx] = k + 1;
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curIdx++;
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pIdx[curIdx] = offset + vertStride + 1;
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pIdx[curIdx] = k + 2;
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curIdx++;
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pIdx[curIdx] = offset;
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curIdx++;
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pIdx[curIdx] = offset + vertStride + 1;
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curIdx++;
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pIdx[curIdx] = offset + vertStride;
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curIdx++;
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}
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}
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mPrimBuffer.unlock();
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@ -963,13 +1036,25 @@ void ScatterSky::_render( ObjectRenderInst *ri, SceneRenderState *state, BaseMat
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Point3F camPos2 = state->getCameraPosition();
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MatrixF xfm(true);
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xfm.setPosition(camPos2 - Point3F(0, 0, mZOffset));
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xfm.setPosition(Point3F(
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camPos2.x,
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camPos2.y,
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mZOffset) );
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GFX->multWorld(xfm);
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MatrixF xform(proj);//GFX->getProjectionMatrix());
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xform *= GFX->getViewMatrix();
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xform *= GFX->getWorldMatrix();
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if(state->isReflectPass())
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{
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static MatrixF rotMat(EulerF(0.0, 0.0, M_PI_F));
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xform.mul(rotMat);
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rotMat.set(EulerF(M_PI_F, 0.0, 0.0));
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xform.mul(rotMat);
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}
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mShaderConsts->setSafe( mModelViewProjSC, xform );
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mShaderConsts->setSafe( mMiscSC, miscParams );
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mShaderConsts->setSafe( mSphereRadiiSC, sphereRadii );
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@ -104,6 +104,27 @@ public:
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///
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F32 getElevation() const { return mSunElevation; }
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struct SphereVertex
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{
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Point3F pos;
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};
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Vector<SphereVertex> tmpVertices;
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Vector<F32> vertsVec;
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struct FinalVertexData
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{
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Point3F pos;
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};
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Vector<FinalVertexData> finalVertData;
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void addVertex(Point3F vert);
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void BuildFinalVert();
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void clearVectors();
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protected:
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void _render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
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645
Engine/source/environment/skySphere.cpp
Normal file
645
Engine/source/environment/skySphere.cpp
Normal file
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@ -0,0 +1,645 @@
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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 "environment/skySphere.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "scene/sceneRenderState.h"
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#include "renderInstance/renderPassManager.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxTransformSaver.h"
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#include "core/stream/fileStream.h"
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#include "core/stream/bitStream.h"
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#include "materials/materialManager.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/sceneData.h"
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#include "T3D/gameFunctions.h"
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#include "renderInstance/renderBinManager.h"
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#include "materials/processedMaterial.h"
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#include "gfx/gfxDebugEvent.h"
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#include "math/util/matrixSet.h"
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IMPLEMENT_CO_NETOBJECT_V1(SkySphere);
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ConsoleDocClass(SkySphere,
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"@brief Represents the sky with an artist-created spherical map.\n\n"
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"SkySphere is not a directional light and should be used in conjunction with a Sun object.\n\n"
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"@ingroup Atmosphere"
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);
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SkySphere::SkySphere()
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{
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mTypeMask |= EnvironmentObjectType | StaticObjectType;
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mNetFlags.set(Ghostable | ScopeAlways);
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INIT_ASSET(Material);
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mMatInstance = NULL;
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mIsVBDirty = false;
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mPrimCount = 0;
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mFogBandHeight = 0;
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mFogPrimCount = 0;
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mMatrixSet = reinterpret_cast<MatrixSet*>(dMalloc_aligned(sizeof(MatrixSet), 16));
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constructInPlace(mMatrixSet);
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mFogBandMat = NULL;
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mFogBandMatInst = NULL;
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}
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SkySphere::~SkySphere()
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{
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dFree_aligned(mMatrixSet);
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if (mMatInstance)
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SAFE_DELETE(mMatInstance);
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SAFE_DELETE(mFogBandMatInst);
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if (mFogBandMat)
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{
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mFogBandMat->deleteObject();
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mFogBandMat = NULL;
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}
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}
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bool SkySphere::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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setGlobalBounds();
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resetWorldBox();
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addToScene();
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if (isClientObject())
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{
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_initRender();
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_updateMaterial();
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}
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return true;
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}
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void SkySphere::onRemove()
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{
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removeFromScene();
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Parent::onRemove();
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}
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void SkySphere::initPersistFields()
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{
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addGroup("Sky Sphere");
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INITPERSISTFIELD_MATERIALASSET(Material, SkySphere, "The name of a cubemap material for the sky box.");
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addField("fogBandHeight", TypeF32, Offset(mFogBandHeight, SkySphere),
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"The height (0-1) of the fog band from the horizon to the top of the SkySphere.");
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endGroup("Sky Sphere");
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Parent::initPersistFields();
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}
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void SkySphere::inspectPostApply()
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{
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Parent::inspectPostApply();
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_updateMaterial();
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}
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U32 SkySphere::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
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{
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U32 retMask = Parent::packUpdate(conn, mask, stream);
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PACK_ASSET(conn, Material);
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stream->write(mFogBandHeight);
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return retMask;
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}
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void SkySphere::unpackUpdate(NetConnection* conn, BitStream* stream)
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{
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Parent::unpackUpdate(conn, stream);
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StringTableEntry oldMatName = getMaterial();
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UNPACK_ASSET(conn, Material);
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if (oldMatName != getMaterial())
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{
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_updateMaterial();
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}
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F32 bandHeight = 0;
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stream->read(&bandHeight);
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// If this flag has changed
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// we need to update the vertex buffer.
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if ( bandHeight != mFogBandHeight)
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{
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mFogBandHeight = bandHeight;
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mIsVBDirty = true;
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_initRender();
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}
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}
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void SkySphere::prepRenderImage(SceneRenderState* state)
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{
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PROFILE_SCOPE(SkySphere_prepRenderImage);
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if (state->isShadowPass() ||
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mVB.isNull() ||
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mFogBandVB.isNull() ||
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!mMatInstance)
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return;
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mMatrixSet->setSceneView(GFX->getWorldMatrix());
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mMatrixSet->setSceneProjection(GFX->getProjectionMatrix());
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ObjectRenderInst* ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind(this, &SkySphere::_renderObject);
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ri->type = RenderPassManager::RIT_Sky;
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ri->defaultKey = 10;
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ri->defaultKey2 = 0;
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state->getRenderPass()->addInst(ri);
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}
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void SkySphere::_renderObject(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* mi)
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{
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GFXDEBUGEVENT_SCOPE(SkySphere_RenderObject, ColorI::WHITE);
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GFXTransformSaver saver;
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GFX->setVertexBuffer(mVB);
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MatrixF worldMat = MatrixF::Identity;
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worldMat.setPosition(Point3F(
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state->getCameraPosition().x,
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state->getCameraPosition().y,
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state->getCameraPosition().z));
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SceneData sgData;
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sgData.init(state);
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sgData.objTrans = &worldMat;
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mMatrixSet->restoreSceneViewProjection();
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mMatrixSet->setWorld(worldMat);
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if (state->isReflectPass())
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mMatrixSet->setProjection(state->getSceneManager()->getNonClipProjection());
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while (mMatInstance->setupPass(state, sgData))
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{
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mMatInstance->setTransforms(*mMatrixSet, state);
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mMatInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleList, 0, mPrimCount);
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}
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// Draw render band.
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if (mFogBandHeight > 0 && mFogBandMatInst)
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{
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const FogData& fog = state->getSceneManager()->getFogData();
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if (mLastFogColor != fog.color)
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{
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mLastFogColor = fog.color;
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_initRender();
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}
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// Just need it to follow the camera... no rotation.
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MatrixF camPosMat(MatrixF::Identity);
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camPosMat.setPosition(worldMat.getPosition());
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sgData.objTrans = &camPosMat;
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mMatrixSet->setWorld(*sgData.objTrans);
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while (mFogBandMatInst->setupPass(state, sgData))
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{
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mFogBandMatInst->setTransforms(*mMatrixSet, state);
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mFogBandMatInst->setSceneInfo(state, sgData);
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GFX->setVertexBuffer(mFogBandVB);
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GFX->drawPrimitive(GFXTriangleList, 0, mFogPrimCount);
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}
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}
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}
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void SkySphere::clearVectors()
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{
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tmpVertices.clear();
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finalFogVertex.clear();
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tempFogVertex.clear();
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colVec.clear();
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fogVerts.clear();
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vertsVec.clear();
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normsVec.clear();
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texCoordVec.clear();
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finalVertData.clear();
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}
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void SkySphere::addVertex(Point3F vert)
|
||||
{
|
||||
vertsVec.push_back(vert.x);
|
||||
vertsVec.push_back(vert.y);
|
||||
vertsVec.push_back(vert.z);
|
||||
}
|
||||
|
||||
void SkySphere::addNormal(Point3F nor)
|
||||
{
|
||||
normsVec.push_back(nor.x);
|
||||
normsVec.push_back(nor.y);
|
||||
normsVec.push_back(nor.z);
|
||||
}
|
||||
|
||||
void SkySphere::addTexcoord(F32 s, F32 t)
|
||||
{
|
||||
texCoordVec.push_back(s);
|
||||
texCoordVec.push_back(t);
|
||||
}
|
||||
|
||||
void SkySphere::addColor(ColorI col)
|
||||
{
|
||||
colVec.push_back(col);
|
||||
}
|
||||
|
||||
void SkySphere::BuildFinalVert()
|
||||
{
|
||||
U32 count = vertsVec.size();
|
||||
U32 i, j;
|
||||
for (i = 0, j = 0; i < count; i += 3, j += 2)
|
||||
{
|
||||
FinalVertexData temp;
|
||||
temp.pos.set(Point3F(vertsVec[i], vertsVec[i + 1], vertsVec[i + 2]));
|
||||
temp.nor.set(Point3F(normsVec[i], normsVec[i + 1], normsVec[i + 2]));
|
||||
temp.s = texCoordVec[j];
|
||||
temp.t = texCoordVec[j+1];
|
||||
|
||||
finalVertData.push_back(temp);
|
||||
}
|
||||
}
|
||||
|
||||
void SkySphere::BuildFinalFogVert()
|
||||
{
|
||||
U32 count = vertsVec.size();
|
||||
U32 i, j;
|
||||
for (i = 0, j = 0; i < count; i+=3, j++ )
|
||||
{
|
||||
FogVertex temp;
|
||||
temp.pos.set(Point3F(vertsVec[i], vertsVec[i + 1], vertsVec[i + 2]));
|
||||
temp.col = colVec[j];
|
||||
|
||||
finalFogVertex.push_back(temp);
|
||||
}
|
||||
}
|
||||
|
||||
void SkySphere::_initRender()
|
||||
{
|
||||
U32 rings = 32;
|
||||
U32 height = 16;
|
||||
U32 radius = 1;
|
||||
|
||||
F32 x, y, z, xy; // vertex position
|
||||
F32 nx, ny, nz, lengthInv = 1.0f / radius; // normal
|
||||
F32 s, t; // texCoord
|
||||
|
||||
F32 ringStep = M_2PI / rings;
|
||||
F32 heightStep = M_PI / height; // M_HALFPI for dome.
|
||||
F32 ringAng, heightAng;
|
||||
|
||||
//clear vecs
|
||||
clearVectors();
|
||||
|
||||
for (U32 i = 0; i <= height; ++i)
|
||||
{
|
||||
heightAng = M_PI / 2 - (F32)i * heightStep;
|
||||
F32 xy = radius * mCos(heightAng);
|
||||
F32 z = radius * mSin(heightAng);
|
||||
|
||||
for (U32 j = 0; j <= rings; ++j)
|
||||
{
|
||||
SphereVertex vert;
|
||||
ringAng = j * ringStep;
|
||||
x = xy * mCos(ringAng);
|
||||
y = xy * mSin(ringAng);
|
||||
vert.pos.set(Point3F(x,y,z));
|
||||
|
||||
nx = x * lengthInv;
|
||||
ny = y * lengthInv;
|
||||
nz = z * lengthInv;
|
||||
vert.nor.set(Point3F(nx, ny, nz));
|
||||
|
||||
s = (F32)j / rings;
|
||||
t = (F32)i / height;
|
||||
vert.s = s;
|
||||
vert.t = t;
|
||||
|
||||
tmpVertices.push_back(vert);
|
||||
}
|
||||
}
|
||||
|
||||
SphereVertex v1, v2, v3, v4;
|
||||
U32 vi1, vi2 = 0;
|
||||
|
||||
for (U32 i = 0; i < height; ++i)
|
||||
{
|
||||
vi1 = i * (rings + 1);
|
||||
vi2 = (i + 1) * (rings + 1);
|
||||
|
||||
for (U32 j = 0; j < rings; ++j, ++vi1, ++vi2)
|
||||
{
|
||||
v1 = tmpVertices[vi1];
|
||||
v2 = tmpVertices[vi2];
|
||||
v3 = tmpVertices[vi1 + 1];
|
||||
v4 = tmpVertices[vi2 + 1];
|
||||
|
||||
// 1st = triangle.
|
||||
if (i == 0)
|
||||
{
|
||||
// verts for tri.
|
||||
addVertex(v1.pos);
|
||||
addVertex(v2.pos);
|
||||
addVertex(v4.pos);
|
||||
|
||||
// texcoords for tri.
|
||||
addTexcoord(v1.s, v1.t);
|
||||
addTexcoord(v2.s, v2.t);
|
||||
addTexcoord(v4.s, v4.t);
|
||||
|
||||
// normals for tri.
|
||||
addNormal(v1.nor);
|
||||
addNormal(v2.nor);
|
||||
addNormal(v4.nor);
|
||||
}
|
||||
else if (i == (height - 1))
|
||||
{
|
||||
// verts for tri.
|
||||
addVertex(v1.pos);
|
||||
addVertex(v2.pos);
|
||||
addVertex(v3.pos);
|
||||
|
||||
// texcoords for tri.
|
||||
addTexcoord(v1.s, v1.t);
|
||||
addTexcoord(v2.s, v2.t);
|
||||
addTexcoord(v3.s, v3.t);
|
||||
|
||||
// normals for quad.
|
||||
addNormal(v1.nor);
|
||||
addNormal(v2.nor);
|
||||
addNormal(v3.nor);
|
||||
}
|
||||
else
|
||||
{
|
||||
// verts for quad.
|
||||
addVertex(v1.pos);
|
||||
addVertex(v2.pos);
|
||||
addVertex(v3.pos);
|
||||
|
||||
addVertex(v3.pos);
|
||||
addVertex(v4.pos);
|
||||
addVertex(v2.pos);
|
||||
|
||||
// texcoords for quad.
|
||||
addTexcoord(v1.s, v1.t);
|
||||
addTexcoord(v2.s, v2.t);
|
||||
addTexcoord(v3.s, v3.t);
|
||||
|
||||
addTexcoord(v3.s, v3.t);
|
||||
addTexcoord(v4.s, v4.t);
|
||||
addTexcoord(v2.s, v2.t);
|
||||
|
||||
// normals for quad.
|
||||
addNormal(v1.nor);
|
||||
addNormal(v2.nor);
|
||||
addNormal(v3.nor);
|
||||
|
||||
addNormal(v3.nor);
|
||||
addNormal(v4.nor);
|
||||
addNormal(v2.nor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BuildFinalVert();
|
||||
|
||||
GFXVertexPNT* tmpVerts = NULL;
|
||||
U32 vertCount = finalVertData.size();
|
||||
tmpVerts = new GFXVertexPNT[(vertCount)];
|
||||
mPrimCount = vertCount / 3;
|
||||
|
||||
for (U32 i = 0; i < vertCount; i++)
|
||||
{
|
||||
tmpVerts[i].point.set(finalVertData[i].pos);
|
||||
tmpVerts[i].normal.set(finalVertData[i].nor);
|
||||
tmpVerts[i].texCoord.set(finalVertData[i].s, finalVertData[i].t);
|
||||
}
|
||||
|
||||
if (mVB.isNull() || mIsVBDirty)
|
||||
{
|
||||
mVB.set(GFX, vertCount, GFXBufferTypeStatic);
|
||||
mIsVBDirty = false;
|
||||
}
|
||||
|
||||
GFXVertexPNT* vertPtr = mVB.lock();
|
||||
if (!vertPtr)
|
||||
{
|
||||
delete[] tmpVerts;
|
||||
return;
|
||||
}
|
||||
|
||||
dMemcpy(vertPtr, tmpVerts, sizeof(GFXVertexPNT) * vertCount);
|
||||
|
||||
mVB.unlock();
|
||||
|
||||
// Clean up temp verts.
|
||||
delete[] tmpVerts;
|
||||
|
||||
// Grab the fog color.
|
||||
ColorI fogColor(mLastFogColor.red * 255, mLastFogColor.green * 255, mLastFogColor.blue * 255);
|
||||
ColorI fogColorAlpha(mLastFogColor.red * 255, mLastFogColor.green * 255, mLastFogColor.blue * 255, 0);
|
||||
|
||||
clearVectors();
|
||||
|
||||
U32 stepCount = 16;
|
||||
F32 cylStep = M_2PI / stepCount;
|
||||
F32 cylAngle;
|
||||
F32 cylRadius = 10;
|
||||
|
||||
for (U32 i = 0; i <= stepCount; ++i)
|
||||
{
|
||||
cylAngle = (F32)i * cylStep;
|
||||
fogVerts.push_back(mCos(cylAngle));
|
||||
fogVerts.push_back(mSin(cylAngle));
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < 2; ++i)
|
||||
{
|
||||
for (U32 j = 0, k = 0; j <= stepCount; ++j, k += 2)
|
||||
{
|
||||
FogVertex temp;
|
||||
F32 ux = fogVerts[k];
|
||||
F32 uy = fogVerts[k+1];
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
temp.pos.set(Point3F((ux * cylRadius), (uy * cylRadius), mFogBandHeight));
|
||||
temp.col = fogColorAlpha;
|
||||
}
|
||||
else
|
||||
{
|
||||
temp.pos.set(Point3F((ux * cylRadius), (uy * cylRadius), -mFogBandHeight));
|
||||
temp.col = fogColor;
|
||||
}
|
||||
|
||||
tempFogVertex.push_back(temp);
|
||||
}
|
||||
}
|
||||
|
||||
FogVertex f1, f2, f3, f4;
|
||||
U32 k1 = 0;
|
||||
U32 k2 = stepCount + 1;
|
||||
|
||||
for (U32 i = 0; i < stepCount; ++i, ++k1, ++k2)
|
||||
{
|
||||
f1 = tempFogVertex[k1];
|
||||
f2 = tempFogVertex[k1 + 1];
|
||||
f3 = tempFogVertex[k2];
|
||||
f4 = tempFogVertex[k2 + 1];
|
||||
addVertex(f3.pos);
|
||||
addVertex(f2.pos);
|
||||
addVertex(f4.pos);
|
||||
addColor(f3.col);
|
||||
addColor(f2.col);
|
||||
addColor(f4.col);
|
||||
addVertex(f1.pos);
|
||||
addVertex(f2.pos);
|
||||
addVertex(f3.pos);
|
||||
addColor(f1.col);
|
||||
addColor(f2.col);
|
||||
addColor(f3.col);
|
||||
}
|
||||
|
||||
BuildFinalFogVert();
|
||||
|
||||
U32 fogVertCount = finalFogVertex.size();
|
||||
mFogPrimCount = fogVertCount / 3;
|
||||
|
||||
if (mFogBandVB.isNull())
|
||||
mFogBandVB.set(GFX, fogVertCount, GFXBufferTypeStatic);
|
||||
|
||||
GFXVertexPC* bandVertPtr = mFogBandVB.lock();
|
||||
if (!bandVertPtr) return;
|
||||
|
||||
for (U32 i = 0; i < fogVertCount; i++)
|
||||
{
|
||||
bandVertPtr[i].point.set(finalFogVertex[i].pos);
|
||||
bandVertPtr[i].color.set(finalFogVertex[i].col);
|
||||
}
|
||||
|
||||
mFogBandVB.unlock();
|
||||
|
||||
SAFE_DELETE(mFogBandMatInst);
|
||||
if (mFogBandMat)
|
||||
{
|
||||
mFogBandMat->deleteObject();
|
||||
mFogBandMat = NULL;
|
||||
}
|
||||
|
||||
// Setup the material for this imposter.
|
||||
mFogBandMat = MATMGR->allocateAndRegister(String::EmptyString);
|
||||
mFogBandMat->mAutoGenerated = true;
|
||||
mFogBandMat->mTranslucent = true;
|
||||
mFogBandMat->mVertColor[0] = true;
|
||||
mFogBandMat->mDoubleSided = true;
|
||||
mFogBandMat->mEmissive[0] = true;
|
||||
|
||||
FeatureSet features = MATMGR->getDefaultFeatures();
|
||||
features.addFeature(MFT_isBackground);
|
||||
mFogBandMatInst = mFogBandMat->createMatInstance();
|
||||
mFogBandMatInst->init(features, getGFXVertexFormat<GFXVertexPC>());
|
||||
}
|
||||
|
||||
void SkySphere::onStaticModified(const char* slotName, const char* newValue)
|
||||
{
|
||||
Parent::onStaticModified(slotName, newValue);
|
||||
|
||||
if (dStricmp(slotName, "material") == 0)
|
||||
setMaskBits(0xFFFFFFFF);
|
||||
}
|
||||
|
||||
void SkySphere::_initMaterial()
|
||||
{
|
||||
if (mMatInstance)
|
||||
SAFE_DELETE(mMatInstance);
|
||||
|
||||
if (mMaterial)
|
||||
mMatInstance = mMaterial->createMatInstance();
|
||||
else
|
||||
mMatInstance = MATMGR->createMatInstance("WarningMaterial");
|
||||
|
||||
// We want to disable culling and z write.
|
||||
GFXStateBlockDesc desc;
|
||||
desc.setCullMode(GFXCullNone);
|
||||
desc.setBlend(true);
|
||||
desc.setZReadWrite(true, false);
|
||||
desc.zFunc = GFXCmpLessEqual;
|
||||
mMatInstance->addStateBlockDesc(desc);
|
||||
|
||||
// Also disable lighting on the skysphere material by default.
|
||||
FeatureSet features = MATMGR->getDefaultFeatures();
|
||||
features.removeFeature(MFT_RTLighting);
|
||||
features.removeFeature(MFT_Visibility);
|
||||
features.addFeature(MFT_isBackground);
|
||||
|
||||
// Now initialize the material.
|
||||
mMatInstance->init(features, getGFXVertexFormat<GFXVertexPNT>());
|
||||
}
|
||||
|
||||
void SkySphere::_updateMaterial()
|
||||
{
|
||||
if (!getMaterialResource().isValid())
|
||||
{
|
||||
//If our materialDef isn't valid, try setting it
|
||||
_setMaterial(getMaterial());
|
||||
}
|
||||
|
||||
if (getMaterialResource().isValid())
|
||||
{
|
||||
_initMaterial();
|
||||
}
|
||||
}
|
||||
|
||||
BaseMatInstance* SkySphere::_getMaterialInstance()
|
||||
{
|
||||
if (!mMaterial || !mMatInstance || mMatInstance->getMaterial() != mMaterial)
|
||||
_initMaterial();
|
||||
|
||||
if (!mMatInstance)
|
||||
return NULL;
|
||||
|
||||
return mMatInstance;
|
||||
}
|
||||
|
||||
DefineEngineMethod(SkySphere, postApply, void, (), , "")
|
||||
{
|
||||
object->inspectPostApply();
|
||||
}
|
||||
172
Engine/source/environment/skySphere.h
Normal file
172
Engine/source/environment/skySphere.h
Normal file
|
|
@ -0,0 +1,172 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 _SKYSPHERE_H_
|
||||
#define _SKYSPHERE_H_
|
||||
|
||||
#ifndef _SCENEOBJECT_H_
|
||||
#include "scene/sceneObject.h"
|
||||
#endif
|
||||
|
||||
#ifndef _GFXDEVICE_H_
|
||||
#include "gfx/gfxDevice.h"
|
||||
#endif
|
||||
|
||||
#ifndef _CUBEMAPDATA_H_
|
||||
#include "gfx/sim/cubemapData.h"
|
||||
#endif
|
||||
|
||||
#ifndef _MATERIALLIST_H_
|
||||
#include "materials/materialList.h"
|
||||
#endif
|
||||
|
||||
#ifndef _GFXVERTEXBUFFER_H_
|
||||
#include "gfx/gfxVertexBuffer.h"
|
||||
#endif
|
||||
|
||||
#ifndef _GFXPRIMITIVEBUFFER_H_
|
||||
#include "gfx/gfxPrimitiveBuffer.h"
|
||||
#endif
|
||||
|
||||
#include "T3D/assets/MaterialAsset.h"
|
||||
|
||||
struct SkyMatParams
|
||||
{
|
||||
void init(BaseMatInstance* matInst) {};
|
||||
};
|
||||
|
||||
class MatrixSet;
|
||||
|
||||
class SkySphere : public SceneObject
|
||||
{
|
||||
typedef SceneObject Parent;
|
||||
|
||||
public:
|
||||
|
||||
SkySphere();
|
||||
virtual ~SkySphere();
|
||||
|
||||
DECLARE_CONOBJECT(SkySphere);
|
||||
|
||||
// SimObject
|
||||
void onStaticModified(const char* slotName, const char* newValue);
|
||||
|
||||
// ConsoleObject
|
||||
virtual bool onAdd();
|
||||
virtual void onRemove();
|
||||
static void initPersistFields();
|
||||
virtual void inspectPostApply();
|
||||
|
||||
// NetObject
|
||||
virtual U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream);
|
||||
virtual void unpackUpdate(NetConnection* conn, BitStream* stream);
|
||||
|
||||
// SceneObject
|
||||
void prepRenderImage(SceneRenderState* state);
|
||||
|
||||
/// Our render delegate.
|
||||
void _renderObject(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* mi);
|
||||
|
||||
void clearVectors();
|
||||
|
||||
void addVertex(Point3F vert);
|
||||
|
||||
void addNormal(Point3F nor);
|
||||
|
||||
void addTexcoord(F32 s, F32 t);
|
||||
|
||||
void addColor(ColorI col);
|
||||
|
||||
void BuildFinalVert();
|
||||
|
||||
void BuildFinalFogVert();
|
||||
|
||||
/// Prepares rendering structures and geometry.
|
||||
void _initRender();
|
||||
|
||||
struct SphereVertex
|
||||
{
|
||||
Point3F pos;
|
||||
Point3F nor;
|
||||
F32 s, t;
|
||||
};
|
||||
|
||||
Vector<SphereVertex> tmpVertices;
|
||||
Vector<F32> vertsVec;
|
||||
Vector<F32> texCoordVec;
|
||||
Vector<F32> normsVec;
|
||||
|
||||
struct FinalVertexData
|
||||
{
|
||||
Point3F pos;
|
||||
Point3F nor;
|
||||
F32 s;
|
||||
F32 t;
|
||||
};
|
||||
|
||||
Vector<FinalVertexData> finalVertData;
|
||||
|
||||
struct FogVertex
|
||||
{
|
||||
// might need normals for smoothing.
|
||||
Point3F pos;
|
||||
ColorI col;
|
||||
};
|
||||
|
||||
Vector<FogVertex> finalFogVertex;
|
||||
Vector<FogVertex> tempFogVertex;
|
||||
Vector<ColorI> colVec;
|
||||
Vector<F32> fogVerts;
|
||||
|
||||
protected:
|
||||
|
||||
// Material
|
||||
DECLARE_MATERIALASSET(SkySphere, Material);
|
||||
DECLARE_ASSET_NET_SETGET(SkySphere, Material, -1);
|
||||
|
||||
BaseMatInstance* mMatInstance;
|
||||
SkyMatParams mMatParamHandle;
|
||||
|
||||
GFXVertexBufferHandle<GFXVertexPNT> mVB;
|
||||
|
||||
GFXVertexBufferHandle<GFXVertexPC> mFogBandVB;
|
||||
Material* mFogBandMat;
|
||||
BaseMatInstance* mFogBandMatInst;
|
||||
|
||||
LinearColorF mLastFogColor;
|
||||
|
||||
bool mIsVBDirty;
|
||||
U32 mPrimCount;
|
||||
|
||||
MatrixSet* mMatrixSet;
|
||||
|
||||
F32 mFogBandHeight;
|
||||
U32 mFogPrimCount;
|
||||
|
||||
void _updateMaterial();
|
||||
void _initMaterial();
|
||||
|
||||
BaseMatInstance* _getMaterialInstance();
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -26,6 +26,7 @@ function AssetBrowser::loadCreatorClasses(%this)
|
|||
%this.addCreatorClass( "RibbonNode", "Ribbon Emitter" );
|
||||
%this.addCreatorClass( "ScatterSky", "Scatter Sky" );
|
||||
%this.addCreatorClass( "SkyBox", "Sky Box" );
|
||||
%this.addCreatorClass( "SkySphere", "Sky Sphere" );
|
||||
%this.addCreatorClass( "SFXEmitter", "Sound Emitter" );
|
||||
%this.addCreatorClass( "TerrainBlock", "Terrain Block" );
|
||||
%this.addCreatorClass( "VolumetricFog", "Volumetric Fog" );
|
||||
|
|
|
|||
|
|
@ -37,6 +37,7 @@ function ObjectCreator::init( %this )
|
|||
// Removed Prefab as there doesn't really seem to be a point in creating a blank one
|
||||
//%this.registerMissionObject( "Prefab", "Prefab" );
|
||||
%this.registerMissionObject( "SkyBox", "Sky Box" );
|
||||
%this.registerMissionObject( "SkySphere", "Sky Sphere" );
|
||||
%this.registerMissionObject( "CloudLayer", "Cloud Layer" );
|
||||
%this.registerMissionObject( "BasicClouds", "Basic Clouds" );
|
||||
%this.registerMissionObject( "ScatterSky", "Scatter Sky" );
|
||||
|
|
|
|||
Loading…
Reference in a new issue