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Engine directory for ticket #1
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Engine/source/T3D/examples/renderObjectExample.h
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Engine/source/T3D/examples/renderObjectExample.h
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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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#ifndef _RENDEROBJECTEXAMPLE_H_
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#define _RENDEROBJECTEXAMPLE_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _GFXSTATEBLOCK_H_
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#include "gfx/gfxStateBlock.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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class BaseMatInstance;
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//-----------------------------------------------------------------------------
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// This class implements a basic SceneObject that can exist in the world at a
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// 3D position and render itself. Note that RenderObjectExample handles its own
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// rendering by submitting itself as an ObjectRenderInst (see
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// renderInstance\renderPassmanager.h) along with a delegate for its render()
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// function. However, the preffered rendering method in the engine is to submit
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// a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and
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// transform and allow the RenderMeshMgr handle the actual rendering. You can
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// see this implemented in RenderMeshExample.
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//-----------------------------------------------------------------------------
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class RenderObjectExample : public SceneObject
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{
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typedef SceneObject Parent;
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// Networking masks
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// We need to implement at least one of these to allow
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// the client version of the object to receive updates
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// from the server version (like if it has been moved
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// or edited)
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enum MaskBits
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{
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TransformMask = Parent::NextFreeMask << 0,
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NextFreeMask = Parent::NextFreeMask << 1
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};
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//--------------------------------------------------------------------------
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// Rendering variables
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//--------------------------------------------------------------------------
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// Define our vertex format here so we don't have to
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// change it in multiple spots later
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typedef GFXVertexPCN VertexType;
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// The handles for our StateBlocks
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GFXStateBlockRef mNormalSB;
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GFXStateBlockRef mReflectSB;
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// The GFX vertex and primitive buffers
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GFXVertexBufferHandle< VertexType > mVertexBuffer;
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public:
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RenderObjectExample();
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virtual ~RenderObjectExample();
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// Declare this object as a ConsoleObject so that we can
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// instantiate it into the world and network it
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DECLARE_CONOBJECT(RenderObjectExample);
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//--------------------------------------------------------------------------
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// Object Editing
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// Since there is always a server and a client object in Torque and we
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// actually edit the server object we need to implement some basic
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// networking functions
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//--------------------------------------------------------------------------
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// Set up any fields that we want to be editable (like position)
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static void initPersistFields();
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// Handle when we are added to the scene and removed from the scene
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bool onAdd();
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void onRemove();
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// Override this so that we can dirty the network flag when it is called
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void setTransform( const MatrixF &mat );
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// This function handles sending the relevant data from the server
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// object to the client object
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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// This function handles receiving relevant data from the server
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// object and applying it to the client object
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void unpackUpdate( NetConnection *conn, BitStream *stream );
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//--------------------------------------------------------------------------
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// Object Rendering
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// Torque utilizes a "batch" rendering system. This means that it builds a
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// list of objects that need to render (via RenderInst's) and then renders
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// them all in one batch. This allows it to optimized on things like
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// minimizing texture, state, and shader switching by grouping objects that
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// use the same Materials. For this example, however, we are just going to
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// get this object added to the list of objects that handle their own
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// rendering.
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//--------------------------------------------------------------------------
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// Create the geometry for rendering
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void createGeometry();
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// This is the function that allows this object to submit itself for rendering
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void prepRenderImage( SceneRenderState *state );
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// This is the function that actually gets called to do the rendering
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// Note that there is no longer a predefined name for this function.
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// Instead, when we submit our ObjectRenderInst in prepRenderImage(),
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// we bind this function as our rendering delegate function
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void render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
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};
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#endif // _RENDEROBJECTEXAMPLE_H_
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