Torque3D/Engine/source/T3D/accumulationVolume.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

347 lines
10 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/accumulationVolume.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/sim/debugDraw.h"
#include "util/tempAlloc.h"
#include "materials/materialDefinition.h"
#include "materials/materialManager.h"
#include "materials/materialFeatureTypes.h"
#include "materials/matInstance.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxDevice.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "gfx/gfxTextureHandle.h"
#include "scene/sceneContainer.h"
#include "math/mPolyhedron.impl.h"
Vector< SimObjectPtr<SceneObject> > AccumulationVolume::smAccuObjects;
Vector< SimObjectPtr<AccumulationVolume> > AccumulationVolume::smAccuVolumes;
GFXTexHandle gLevelAccuMap;
//#define DEBUG_DRAW
IMPLEMENT_CO_NETOBJECT_V1( AccumulationVolume );
ConsoleDocClass( AccumulationVolume,
"@brief An invisible shape that allow objects within it to have an accumulation map.\n\n"
"AccumulationVolume is used to add additional realism to a scene. It's main use is in outdoor scenes "
" where objects could benefit from overlaying environment accumulation textures such as sand, snow, etc.\n\n"
"Objects within the volume must have accumulation enabled in their material. \n\n"
"@ingroup enviroMisc"
);
//-----------------------------------------------------------------------------
AccumulationVolume::AccumulationVolume()
: mTransformDirty( true ),
mSilhouetteExtractor( mPolyhedron )
{
VECTOR_SET_ASSOCIATION( mWSPoints );
VECTOR_SET_ASSOCIATION( mVolumeQueryList );
//mObjectFlags.set( VisualOccluderFlag );
mNetFlags.set( Ghostable | ScopeAlways );
mObjScale.set( 1.f, 1.f, 1.f );
mObjBox.set(
Point3F( -0.5f, -0.5f, -0.5f ),
Point3F( 0.5f, 0.5f, 0.5f )
);
mObjToWorld.identity();
mWorldToObj.identity();
// Accumulation Texture.
INIT_IMAGEASSET(Texture);
resetWorldBox();
}
AccumulationVolume::~AccumulationVolume()
{
mTexture = nullptr;
}
void AccumulationVolume::initPersistFields()
{
addProtectedField("textureAsset", TypeImageAssetId, Offset(mTextureAssetId, AccumulationVolume),
&_setTexture, &defaultProtectedGetFn, "Accumulation texture.");
addProtectedField( "texture", TypeStringFilename, Offset( mTextureName, AccumulationVolume ),
&_setTexture, &defaultProtectedGetFn, "Accumulation texture." );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::consoleInit()
{
// Disable rendering of occlusion volumes by default.
getStaticClassRep()->mIsRenderEnabled = false;
}
//-----------------------------------------------------------------------------
bool AccumulationVolume::onAdd()
{
if( !Parent::onAdd() )
return false;
// Prepare some client side things.
if ( isClientObject() )
{
smAccuVolumes.push_back(this);
refreshVolumes();
}
// Set up the silhouette extractor.
mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron );
return true;
}
void AccumulationVolume::onRemove()
{
if ( isClientObject() )
{
smAccuVolumes.remove(this);
refreshVolumes();
}
Parent::onRemove();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
{
Parent::_renderObject( ri, state, overrideMat );
#ifdef DEBUG_DRAW
if( state->isDiffusePass() )
DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() );
#endif
}
//-----------------------------------------------------------------------------
void AccumulationVolume::setTransform( const MatrixF& mat )
{
Parent::setTransform( mat );
mTransformDirty = true;
refreshVolumes();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints )
{
// Extract the silhouette of the polyhedron. This works differently
// depending on whether we project orthogonally or in perspective.
TempAlloc< U32 > indices( mPolyhedron.getNumPoints() );
U32 numPoints;
if( cameraState.getFrustum().isOrtho() )
{
// Transform the view direction into object space.
Point3F osViewDir;
getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir );
// And extract the silhouette.
SilhouetteExtractorOrtho< PolyhedronType > extractor( mPolyhedron );
numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size );
}
else
{
// Create a transform to go from view space to object space.
MatrixF camView( true );
camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) );
camView.mul( getRenderWorldTransform() );
camView.mul( cameraState.getViewWorldMatrix() );
// Do a perspective-correct silhouette extraction.
numPoints = mSilhouetteExtractor.extractSilhouette(
camView,
indices, indices.size );
}
// If we haven't yet, transform the polyhedron's points
// to world space.
if( mTransformDirty )
{
const U32 numPolyPoints = mPolyhedron.getNumPoints();
const PolyhedronType::PointType* points = getPolyhedron().getPoints();
mWSPoints.setSize(numPolyPoints);
for( U32 i = 0; i < numPolyPoints; ++ i )
{
Point3F p = points[ i ];
p.convolve( getScale() );
getTransform().mulP( p, &mWSPoints[ i ] );
}
mTransformDirty = false;
}
// Now store the points.
outPoints.setSize( numPoints );
for( U32 i = 0; i < numPoints; ++ i )
outPoints[ i ] = mWSPoints[ indices[ i ] ];
}
//-----------------------------------------------------------------------------
U32 AccumulationVolume::packUpdate( NetConnection *connection, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( connection, mask, stream );
if (stream->writeFlag(mask & InitialUpdateMask))
{
PACK_IMAGEASSET(connection, Texture);
}
return retMask;
}
void AccumulationVolume::unpackUpdate( NetConnection *connection, BitStream *stream )
{
Parent::unpackUpdate( connection, stream );
if (stream->readFlag())
{
UNPACK_IMAGEASSET(connection, Texture);
//setTexture(mTextureName);
}
}
//-----------------------------------------------------------------------------
void AccumulationVolume::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits(U32(-1) );
}
void AccumulationVolume::setTexture( const String& name )
{
_setTexture(StringTable->insert(name.c_str()));
refreshVolumes();
}
//-----------------------------------------------------------------------------
// Static Functions
//-----------------------------------------------------------------------------
bool AccumulationVolume::_setTexture( void *object, const char *index, const char *data )
{
AccumulationVolume* volume = reinterpret_cast< AccumulationVolume* >( object );
volume->setTexture( data );
return false;
}
void AccumulationVolume::refreshVolumes()
{
// This function tests each accumulation object to
// see if it's within the bounds of an accumulation
// volume. If so, it will pass on the accumulation
// texture of the volume to the object.
// This function should only be called when something
// global like change of volume or material occurs.
// Clear old data.
for (S32 n = 0; n < smAccuObjects.size(); ++n)
{
SimObjectPtr<SceneObject> object = smAccuObjects[n];
if ( object.isValid() )
object->mAccuTex = gLevelAccuMap;
}
//
for (S32 i = 0; i < smAccuVolumes.size(); ++i)
{
SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
if ( volume.isNull() ) continue;
for (S32 n = 0; n < smAccuObjects.size(); ++n)
{
SimObjectPtr<SceneObject> object = smAccuObjects[n];
if ( object.isNull() ) continue;
if ( volume->containsPoint(object->getPosition()) )
object->mAccuTex = volume->getTextureResource();
}
}
}
// Accumulation Object Management.
void AccumulationVolume::addObject(SimObjectPtr<SceneObject> object)
{
smAccuObjects.push_back(object);
refreshVolumes();
}
void AccumulationVolume::removeObject(SimObjectPtr<SceneObject> object)
{
smAccuObjects.remove(object);
refreshVolumes();
}
void AccumulationVolume::updateObject(SceneObject* object)
{
// This function is called when an individual object
// has been moved. Tests to see if it's in any of the
// accumulation volumes.
// We use ZERO instead of NULL so the accumulation
// texture will be updated in renderMeshMgr.
object->mAccuTex = gLevelAccuMap;
for (S32 i = 0; i < smAccuVolumes.size(); ++i)
{
SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
if ( volume.isNull() ) continue;
if ( volume->containsPoint(object->getPosition()) )
object->mAccuTex = volume->getTextureResource();
}
}