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https://github.com/TorqueGameEngines/Torque3D.git
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terrain-zodiacs -- Changes made for rendering zodiacs on regular terrain.
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6 changed files with 194 additions and 0 deletions
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@ -20,6 +20,11 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
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#include "terrain/terrCell.h"
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@ -56,6 +61,7 @@ TerrCell::TerrCell()
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mIsInteriorOnly( false )
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{
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dMemset( mChildren, 0, sizeof( mChildren ) );
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zode_vertexBuffer = 0;
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}
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TerrCell::~TerrCell()
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@ -64,6 +70,7 @@ TerrCell::~TerrCell()
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for ( U32 i=0; i < 4; i++ )
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SAFE_DELETE( mChildren[i] );
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deleteZodiacVertexBuffer();
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}
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void TerrCell::createPrimBuffer( GFXPrimitiveBufferHandle *primBuffer )
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@ -582,6 +589,7 @@ void TerrCell::_updateVertexBuffer()
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AssertFatal( vbcounter == smVBSize, "bad" );
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mVertexBuffer.unlock();
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deleteZodiacVertexBuffer();
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}
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void TerrCell::_updatePrimitiveBuffer()
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@ -1089,3 +1097,114 @@ void TerrCell::deleteMaterials()
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if ( mChildren[i] )
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mChildren[i]->deleteMaterials();
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}
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const Point3F* TerrCell::getZodiacVertexBuffer()
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{
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if (!zode_vertexBuffer)
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createZodiacVertexBuffer();
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return zode_vertexBuffer;
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}
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void TerrCell::createZodiacPrimBuffer(U16** zode_primBuffer)
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{
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if (*zode_primBuffer != 0)
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delete [] *zode_primBuffer;
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*zode_primBuffer = new U16[TerrCell::smMinCellSize*TerrCell::smMinCellSize*6];
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// Lock and fill it up!
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U16* idxBuff = *zode_primBuffer;
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U32 counter = 0;
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U32 maxIndex = 0;
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for ( U32 y = 0; y < smMinCellSize; y++ )
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{
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const U32 yTess = y % 2;
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for ( U32 x = 0; x < smMinCellSize; x++ )
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{
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U32 index = ( y * smVBStride ) + x;
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const U32 xTess = x % 2;
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if ( ( xTess == 0 && yTess == 0 ) ||
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( xTess != 0 && yTess != 0 ) )
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{
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idxBuff[0] = index + 0;
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idxBuff[1] = index + smVBStride;
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idxBuff[2] = index + smVBStride + 1;
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idxBuff[3] = index + 0;
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idxBuff[4] = index + smVBStride + 1;
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idxBuff[5] = index + 1;
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}
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else
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{
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idxBuff[0] = index + 1;
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idxBuff[1] = index;
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idxBuff[2] = index + smVBStride;
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idxBuff[3] = index + 1;
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idxBuff[4] = index + smVBStride;
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idxBuff[5] = index + smVBStride + 1;
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}
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idxBuff += 6;
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maxIndex = index + 1 + smVBStride;
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counter += 6;
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}
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}
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}
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void TerrCell::createZodiacVertexBuffer()
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{
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const F32 squareSize = mTerrain->getSquareSize();
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const U32 blockSize = mTerrain->getBlockSize();
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const U32 stepSize = mSize / smMinCellSize;
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if (zode_vertexBuffer)
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delete [] zode_vertexBuffer;
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zode_vertexBuffer = new Point3F[smVBStride*smVBStride];
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Point3F* vert = zode_vertexBuffer;
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Point2I gridPt;
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Point2F point;
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F32 height;
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const TerrainFile *file = mTerrain->getFile();
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for ( U32 y = 0; y < smVBStride; y++ )
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{
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for ( U32 x = 0; x < smVBStride; x++ )
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{
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// We clamp here to keep the geometry from reading across
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// one side of the height map to the other causing walls
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// around the edges of the terrain.
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gridPt.x = mClamp( mPoint.x + x * stepSize, 0, blockSize - 1 );
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gridPt.y = mClamp( mPoint.y + y * stepSize, 0, blockSize - 1 );
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// Setup this point.
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point.x = (F32)gridPt.x * squareSize;
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point.y = (F32)gridPt.y * squareSize;
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height = fixedToFloat( file->getHeight( gridPt.x, gridPt.y ) );
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vert->x = point.x;
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vert->y = point.y;
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vert->z = height;
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++vert;
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}
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}
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}
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void TerrCell::deleteZodiacVertexBuffer()
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{
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if (zode_vertexBuffer)
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{
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delete [] zode_vertexBuffer;
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zode_vertexBuffer = 0;
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}
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}
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