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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-03 20:40:35 +00:00
Merge 8a63cba219 into 475142b847
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commit
768e9987d1
2 changed files with 44 additions and 143 deletions
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@ -761,146 +761,68 @@ 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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const U32 rings = 16; // 32 for high end
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const U32 segments = 32; // 64 for high end
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const F32 radius = smAtmosphereRadius;
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F32 x, y, z, xy; // vertex position
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const U32 vertexCount = (rings + 1) * (segments + 1);
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const U32 triangleCount = rings * segments * 2;
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const U32 indexCount = triangleCount * 3;
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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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mVertCount = vertexCount;
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mPrimCount = triangleCount;
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//clear vecs
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clearVectors();
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// Allocate vertex buffer
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mVB.set(GFX, mVertCount, GFXBufferTypeStatic);
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GFXVertexP* pVert = mVB.lock();
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if (!pVert)
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return;
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for (U32 i = 0; i <= height; ++i)
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// Generate hemisphere vertices
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for (U32 r = 0; r <= rings; ++r)
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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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F32 theta = (r / (F32)rings) * (M_PI_F / 2.0f); // from zenith (0) to horizon (PI/2)
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F32 z = radius * cos(theta);
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F32 ringRadius = radius * sin(theta);
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for (U32 j = 0; j <= rings; ++j)
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for (U32 s = 0; s <= segments; ++s)
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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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F32 phi = (s / (F32)segments) * M_2PI_F;
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F32 x = ringRadius * cos(phi);
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F32 y = ringRadius * sin(phi);
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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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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 i = 0; i < mVertCount; i++ )
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{
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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->point.set(x, y, z);
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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, mVertCount, mPrimCount, GFXBufferTypeStatic );
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U16 *pIdx = NULL;
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// Build index buffer
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mPrimBuffer.set(GFX, indexCount, triangleCount, 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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U32 idx = 0;
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for ( U32 i = 0, k = 0; i < mPrimCount; i++, k+=3 )
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for (U32 r = 0; r < rings; ++r)
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{
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pIdx[curIdx] = k;
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curIdx++;
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pIdx[curIdx] = k + 1;
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curIdx++;
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pIdx[curIdx] = k + 2;
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curIdx++;
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for (U32 s = 0; s < segments; ++s)
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{
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U32 i0 = r * (segments + 1) + s;
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U32 i1 = i0 + segments + 1;
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// Triangle 1 (counter-clockwise)
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pIdx[idx++] = i0;
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pIdx[idx++] = i1;
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pIdx[idx++] = i0 + 1;
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// Triangle 2
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pIdx[idx++] = i1;
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pIdx[idx++] = i1 + 1;
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pIdx[idx++] = i0 + 1;
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}
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}
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mPrimBuffer.unlock();
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@ -105,27 +105,6 @@ 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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