Merge pull request #736 from marauder2k9-torque/SkyImprovements

Sky improvements
This commit is contained in:
Brian Roberts 2022-03-09 17:02:20 -06:00 committed by GitHub
commit 32f3194e3e
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 961 additions and 44 deletions

View file

@ -651,7 +651,7 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
ObjectRenderInst *ri = renderPass->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &ScatterSky::_render );
ri->type = RenderPassManager::RIT_Sky;
ri->defaultKey = 10;
ri->defaultKey = 15;
ri->defaultKey2 = 0;
renderPass->addInst(ri);
@ -700,7 +700,7 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
moonRI->renderDelegate.bind( this, &ScatterSky::_renderMoon );
moonRI->type = RenderPassManager::RIT_Sky;
// Render after sky objects and before CloudLayer!
moonRI->defaultKey = 5;
moonRI->defaultKey = 10;
moonRI->defaultKey2 = 0;
renderPass->addInst(moonRI);
}
@ -758,73 +758,146 @@ bool ScatterSky::_initShader()
return true;
}
void ScatterSky::clearVectors()
{
tmpVertices.clear();
vertsVec.clear();
}
void ScatterSky::addVertex(Point3F vert)
{
vertsVec.push_back(vert.x);
vertsVec.push_back(vert.y);
vertsVec.push_back(vert.z);
}
void ScatterSky::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]));
finalVertData.push_back(temp);
}
}
void ScatterSky::_initVBIB()
{
U32 rings = 18;
U32 height = 9;
U32 radius = 10;
F32 x, y, z, xy; // vertex position
F32 ringStep = M_2PI / rings;
F32 heightStep = M_HALFPI / height; // M_PI for full sphere.
F32 ringAng, heightAng;
//clear vecs
clearVectors();
for (U32 i = 0; i <= height; ++i)
{
heightAng = M_PI / 2 - (F32)i * heightStep;
xy = radius * mCos(heightAng);
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));
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);
}
/* UNCOMMENT WHEN FULL SPHERE
else if (i == (height - 1))
{
// verts for tri.
addVertex(v1.pos);
addVertex(v2.pos);
addVertex(v3.pos);
}*/
else
{
// verts for quad.
addVertex(v1.pos);
addVertex(v2.pos);
addVertex(v3.pos);
addVertex(v3.pos);
addVertex(v4.pos);
addVertex(v2.pos);
}
}
}
BuildFinalVert();
// Vertex Buffer...
U32 vertStride = 50;
U32 strideMinusOne = vertStride - 1;
mVertCount = vertStride * vertStride;
mPrimCount = strideMinusOne * strideMinusOne * 2;
Point3F vertScale( 16.0f, 16.0f, 4.0f );
F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
mVertCount = finalVertData.size();
mPrimCount = mVertCount / 3;
mVB.set( GFX, mVertCount, GFXBufferTypeStatic );
GFXVertexP *pVert = mVB.lock();
if(!pVert) return;
for ( U32 y = 0; y < vertStride; y++ )
for ( U32 i = 0; i < mVertCount; i++ )
{
F32 v = ( (F32)y / (F32)strideMinusOne - 0.5f ) * 2.0f;
for ( U32 x = 0; x < vertStride; x++ )
{
F32 u = ( (F32)x / (F32)strideMinusOne - 0.5f ) * 2.0f;
F32 sx = u;
F32 sy = v;
F32 sz = (mCos( mSqrt( sx*sx + sy*sy ) ) * 1.0f) + zOffset;
//F32 sz = 1.0f;
pVert->point.set( sx, sy, sz );
pVert->point *= vertScale;
pVert->point.set(finalVertData[i].pos);
pVert->point.normalize();
pVert->point *= 200000.0f;
pVert++;
}
}
mVB.unlock();
// Primitive Buffer...
mPrimBuffer.set( GFX, mPrimCount * 3, mPrimCount, GFXBufferTypeStatic );
mPrimBuffer.set( GFX, mVertCount, mPrimCount, GFXBufferTypeStatic );
U16 *pIdx = NULL;
mPrimBuffer.lock(&pIdx);
U32 curIdx = 0;
for ( U32 y = 0; y < strideMinusOne; y++ )
for ( U32 i = 0, k = 0; i < mPrimCount; i++, k+=3 )
{
for ( U32 x = 0; x < strideMinusOne; x++ )
{
U32 offset = x + y * vertStride;
pIdx[curIdx] = offset;
pIdx[curIdx] = k;
curIdx++;
pIdx[curIdx] = offset + 1;
pIdx[curIdx] = k + 1;
curIdx++;
pIdx[curIdx] = offset + vertStride + 1;
pIdx[curIdx] = k + 2;
curIdx++;
pIdx[curIdx] = offset;
curIdx++;
pIdx[curIdx] = offset + vertStride + 1;
curIdx++;
pIdx[curIdx] = offset + vertStride;
curIdx++;
}
}
mPrimBuffer.unlock();
@ -963,7 +1036,11 @@ void ScatterSky::_render( ObjectRenderInst *ri, SceneRenderState *state, BaseMat
Point3F camPos2 = state->getCameraPosition();
MatrixF xfm(true);
xfm.setPosition(camPos2 - Point3F(0, 0, mZOffset));
xfm.setPosition(Point3F(
camPos2.x,
camPos2.y,
mZOffset) );
GFX->multWorld(xfm);
MatrixF xform(proj);//GFX->getProjectionMatrix());

View file

@ -104,6 +104,27 @@ public:
///
F32 getElevation() const { return mSunElevation; }
struct SphereVertex
{
Point3F pos;
};
Vector<SphereVertex> tmpVertices;
Vector<F32> vertsVec;
struct FinalVertexData
{
Point3F pos;
};
Vector<FinalVertexData> finalVertData;
void addVertex(Point3F vert);
void BuildFinalVert();
void clearVectors();
protected:
void _render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );

View file

@ -645,4 +645,4 @@ BaseMatInstance* SkyBox::_getMaterialInstance()
DefineEngineMethod( SkyBox, postApply, void, (), , "")
{
object->inspectPostApply();
}
}

View file

@ -0,0 +1,645 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "environment/skySphere.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxTransformSaver.h"
#include "core/stream/fileStream.h"
#include "core/stream/bitStream.h"
#include "materials/materialManager.h"
#include "materials/materialFeatureTypes.h"
#include "materials/sceneData.h"
#include "T3D/gameFunctions.h"
#include "renderInstance/renderBinManager.h"
#include "materials/processedMaterial.h"
#include "gfx/gfxDebugEvent.h"
#include "math/util/matrixSet.h"
IMPLEMENT_CO_NETOBJECT_V1(SkySphere);
ConsoleDocClass(SkySphere,
"@brief Represents the sky with an artist-created spherical map.\n\n"
"SkySphere is not a directional light and should be used in conjunction with a Sun object.\n\n"
"@ingroup Atmosphere"
);
SkySphere::SkySphere()
{
mTypeMask |= EnvironmentObjectType | StaticObjectType;
mNetFlags.set(Ghostable | ScopeAlways);
INIT_ASSET(Material);
mMatInstance = NULL;
mIsVBDirty = false;
mPrimCount = 0;
mFogBandHeight = 0;
mFogPrimCount = 0;
mMatrixSet = reinterpret_cast<MatrixSet*>(dMalloc_aligned(sizeof(MatrixSet), 16));
constructInPlace(mMatrixSet);
mFogBandMat = NULL;
mFogBandMatInst = NULL;
}
SkySphere::~SkySphere()
{
dFree_aligned(mMatrixSet);
if (mMatInstance)
SAFE_DELETE(mMatInstance);
SAFE_DELETE(mFogBandMatInst);
if (mFogBandMat)
{
mFogBandMat->deleteObject();
mFogBandMat = NULL;
}
}
bool SkySphere::onAdd()
{
if (!Parent::onAdd())
return false;
setGlobalBounds();
resetWorldBox();
addToScene();
if (isClientObject())
{
_initRender();
_updateMaterial();
}
return true;
}
void SkySphere::onRemove()
{
removeFromScene();
Parent::onRemove();
}
void SkySphere::initPersistFields()
{
addGroup("Sky Sphere");
INITPERSISTFIELD_MATERIALASSET(Material, SkySphere, "The name of a cubemap material for the sky box.");
addField("fogBandHeight", TypeF32, Offset(mFogBandHeight, SkySphere),
"The height (0-1) of the fog band from the horizon to the top of the SkySphere.");
endGroup("Sky Sphere");
Parent::initPersistFields();
}
void SkySphere::inspectPostApply()
{
Parent::inspectPostApply();
_updateMaterial();
}
U32 SkySphere::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(conn, mask, stream);
PACK_ASSET(conn, Material);
stream->write(mFogBandHeight);
return retMask;
}
void SkySphere::unpackUpdate(NetConnection* conn, BitStream* stream)
{
Parent::unpackUpdate(conn, stream);
StringTableEntry oldMatName = getMaterial();
UNPACK_ASSET(conn, Material);
if (oldMatName != getMaterial())
{
_updateMaterial();
}
F32 bandHeight = 0;
stream->read(&bandHeight);
// If this flag has changed
// we need to update the vertex buffer.
if ( bandHeight != mFogBandHeight)
{
mFogBandHeight = bandHeight;
mIsVBDirty = true;
_initRender();
}
}
void SkySphere::prepRenderImage(SceneRenderState* state)
{
PROFILE_SCOPE(SkySphere_prepRenderImage);
if (state->isShadowPass() ||
mVB.isNull() ||
mFogBandVB.isNull() ||
!mMatInstance)
return;
mMatrixSet->setSceneView(GFX->getWorldMatrix());
mMatrixSet->setSceneProjection(GFX->getProjectionMatrix());
ObjectRenderInst* ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind(this, &SkySphere::_renderObject);
ri->type = RenderPassManager::RIT_Sky;
ri->defaultKey = 9;
ri->defaultKey2 = 0;
state->getRenderPass()->addInst(ri);
}
void SkySphere::_renderObject(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* mi)
{
GFXDEBUGEVENT_SCOPE(SkySphere_RenderObject, ColorI::WHITE);
GFXTransformSaver saver;
GFX->setVertexBuffer(mVB);
MatrixF worldMat = MatrixF::Identity;
worldMat.setPosition(Point3F(
state->getCameraPosition().x,
state->getCameraPosition().y,
state->getCameraPosition().z));
SceneData sgData;
sgData.init(state);
sgData.objTrans = &worldMat;
mMatrixSet->restoreSceneViewProjection();
mMatrixSet->setWorld(worldMat);
if (state->isReflectPass())
mMatrixSet->setProjection(state->getSceneManager()->getNonClipProjection());
while (mMatInstance->setupPass(state, sgData))
{
mMatInstance->setTransforms(*mMatrixSet, state);
mMatInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleList, 0, mPrimCount);
}
// Draw render band.
if (mFogBandHeight > 0 && mFogBandMatInst)
{
const FogData& fog = state->getSceneManager()->getFogData();
if (mLastFogColor != fog.color)
{
mLastFogColor = fog.color;
_initRender();
}
// Just need it to follow the camera... no rotation.
MatrixF camPosMat(MatrixF::Identity);
camPosMat.setPosition(worldMat.getPosition());
sgData.objTrans = &camPosMat;
mMatrixSet->setWorld(*sgData.objTrans);
while (mFogBandMatInst->setupPass(state, sgData))
{
mFogBandMatInst->setTransforms(*mMatrixSet, state);
mFogBandMatInst->setSceneInfo(state, sgData);
GFX->setVertexBuffer(mFogBandVB);
GFX->drawPrimitive(GFXTriangleList, 0, mFogPrimCount);
}
}
}
void SkySphere::clearVectors()
{
tmpVertices.clear();
finalFogVertex.clear();
tempFogVertex.clear();
colVec.clear();
fogVerts.clear();
vertsVec.clear();
normsVec.clear();
texCoordVec.clear();
finalVertData.clear();
}
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();
}

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@ -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

View file

@ -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" );

View file

@ -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" );