mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
207 lines
5.8 KiB
C++
207 lines
5.8 KiB
C++
//-----------------------------------------------------------------------------
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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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#include "platform/platform.h"
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#include "scene/sceneSpace.h"
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#include "core/stream/bitStream.h"
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#include "console/engineAPI.h"
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#include "math/mathIO.h"
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#include "math/mOrientedBox.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxTransformSaver.h"
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#include "renderInstance/renderPassManager.h"
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#include "materials/materialDefinition.h"
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#include "materials/baseMatInstance.h"
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#include "scene/sceneRenderState.h"
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extern bool gEditingMission;
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//-----------------------------------------------------------------------------
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SceneSpace::SceneSpace()
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: mEditorRenderMaterial( NULL )
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{
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mNetFlags.set( Ghostable | ScopeAlways );
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mTypeMask |= StaticObjectType;
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// Except when their rendering is otherwise suppressed, we do not want
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// spaces to get culled away when in the editor.
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mObjectFlags |= DisableCullingInEditorFlag;
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}
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//-----------------------------------------------------------------------------
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SceneSpace::~SceneSpace()
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{
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SAFE_DELETE( mEditorRenderMaterial );
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}
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//-----------------------------------------------------------------------------
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bool SceneSpace::onAdd()
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{
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if( !Parent::onAdd() )
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return false;
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addToScene();
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return true;
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}
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//-----------------------------------------------------------------------------
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void SceneSpace::onRemove()
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{
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removeFromScene();
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Parent::onRemove();
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}
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//-----------------------------------------------------------------------------
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void SceneSpace::setTransform(const MatrixF & mat)
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{
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Parent::setTransform( mat );
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if( isServerObject() )
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setMaskBits( TransformMask );
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}
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//-----------------------------------------------------------------------------
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void SceneSpace::onEditorEnable()
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{
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// If we haven't created a material for editor rendering yet,
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// try so now.
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if( isClientObject() && !mEditorRenderMaterial )
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mEditorRenderMaterial = _createEditorRenderMaterial();
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}
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//-----------------------------------------------------------------------------
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void SceneSpace::onEditorDisable()
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{
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SAFE_DELETE( mEditorRenderMaterial );
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}
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//-----------------------------------------------------------------------------
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BaseMatInstance* SceneSpace::_createEditorRenderMaterial()
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{
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String materialName = String::ToString( "Editor%sMaterial", getClassName() );
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Material* material;
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if( !Sim::findObject( materialName, material ) )
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return NULL;
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return material->createMatInstance();
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}
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//-----------------------------------------------------------------------------
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void SceneSpace::prepRenderImage( SceneRenderState* state )
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{
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if( !gEditingMission )
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return;
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if( !state->isDiffusePass() )
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return;
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ObjectRenderInst* ri = state->getRenderPass()->allocInst< ObjectRenderInst >();
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ri->renderDelegate.bind( this, &SceneSpace::_renderObject );
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ri->type = RenderPassManager::RIT_Editor;
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ri->defaultKey = 0;
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ri->defaultKey2 = 0;
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state->getRenderPass()->addInst( ri );
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}
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//-----------------------------------------------------------------------------
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void SceneSpace::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
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{
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if( overrideMat )
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return;
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if( !mEditorRenderMaterial )
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{
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// We have no material for rendering so just render
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// a plain box.
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GFXTransformSaver saver;
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MatrixF mat = getRenderTransform();
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mat.scale( getScale() );
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GFX->multWorld( mat );
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GFXStateBlockDesc desc;
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desc.setZReadWrite( true, false );
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desc.setBlend( true );
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desc.setCullMode( GFXCullNone );
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GFXDrawUtil *drawer = GFX->getDrawUtil();
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drawer->drawCube( desc, mObjBox, _getDefaultEditorSolidColor() );
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// Render black wireframe.
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desc.setFillModeWireframe();
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drawer->drawCube( desc, mObjBox, _getDefaultEditorWireframeColor() );
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}
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else
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{
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//RDTODO
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}
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}
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//-----------------------------------------------------------------------------
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U32 SceneSpace::packUpdate( NetConnection* connection, U32 mask, BitStream* stream )
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{
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U32 retMask = Parent::packUpdate( connection, mask, stream );
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if( stream->writeFlag( mask & TransformMask ) )
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{
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mathWrite( *stream, mObjToWorld );
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mathWrite( *stream, mObjScale );
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}
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return retMask;
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}
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//-----------------------------------------------------------------------------
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void SceneSpace::unpackUpdate( NetConnection* connection, BitStream* stream )
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{
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Parent::unpackUpdate( connection, stream );
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if( stream->readFlag() ) // TransformMask
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{
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mathRead( *stream, &mObjToWorld );
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mathRead( *stream, &mObjScale );
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setTransform( mObjToWorld );
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}
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}
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