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Engine directory for ticket #1
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Engine/source/T3D/examples/renderShapeExample.h
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Engine/source/T3D/examples/renderShapeExample.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 _RENDERSHAPEEXAMPLE_H_
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#define _RENDERSHAPEEXAMPLE_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 _TSSHAPEINSTANCE_H_
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#include "ts/tsShapeInstance.h"
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#endif
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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. There are several valid ways to render an
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// object in Torque. This class makes use of the "TS" (three space) shape
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// system. TS manages loading the various mesh formats supported by Torque as
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// well was rendering those meshes (including LOD and animation...though this
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// example doesn't include any animation over time).
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//-----------------------------------------------------------------------------
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class RenderShapeExample : 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 a mask specifically to handle
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// updating our transform from the server object to its
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// client-side "ghost". We also need to implement a
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// maks for handling editor updates to our properties
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// (like material).
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enum MaskBits
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{
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TransformMask = Parent::NextFreeMask << 0,
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UpdateMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2
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};
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//--------------------------------------------------------------------------
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// Rendering variables
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//--------------------------------------------------------------------------
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// The name of the shape file we will use for rendering
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String mShapeFile;
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// The actual shape instance
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TSShapeInstance* mShapeInstance;
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// Store the resource so we can access the filename later
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Resource<TSShape> mShape;
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public:
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RenderShapeExample();
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virtual ~RenderShapeExample();
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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(RenderShapeExample);
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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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// Allows the object to update its editable settings
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// from the server object to the client
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virtual void inspectPostApply();
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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.
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//--------------------------------------------------------------------------
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// Create the geometry for rendering
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void createShape();
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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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};
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#endif // _RENDERSHAPEEXAMPLE_H_
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