mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-07 04:34:44 +00:00
- Updates the various classes using materials to comply to the change. - Also standardizes some getter names to follow the general convention image and shape used to keep things more consistent across the board to minimize usage friction. - Shifts handling of fallback asset lookups for the thus-far converted classes to have them be loaded during core initialization rather than being loaded as part of other asset loading as that sometimes lead to nesting execution/stability errors. Explicit call now ensures the fallbacks are loaded before any other asset tries to load, so there's no room for confounding or having no fallback to work with.
637 lines
16 KiB
C++
637 lines
16 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 "environment/skySphere.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "scene/sceneRenderState.h"
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#include "renderInstance/renderPassManager.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxTransformSaver.h"
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#include "core/stream/fileStream.h"
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#include "core/stream/bitStream.h"
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#include "materials/materialManager.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/sceneData.h"
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#include "T3D/gameFunctions.h"
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#include "renderInstance/renderBinManager.h"
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#include "materials/processedMaterial.h"
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#include "gfx/gfxDebugEvent.h"
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#include "math/util/matrixSet.h"
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IMPLEMENT_CO_NETOBJECT_V1(SkySphere);
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ConsoleDocClass(SkySphere,
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"@brief Represents the sky with an artist-created spherical map.\n\n"
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"SkySphere is not a directional light and should be used in conjunction with a Sun object.\n\n"
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"@ingroup Atmosphere"
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);
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SkySphere::SkySphere()
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{
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mTypeMask |= EnvironmentObjectType | StaticObjectType;
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mNetFlags.set(Ghostable | ScopeAlways);
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mMatInstance = NULL;
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mIsVBDirty = false;
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mPrimCount = 0;
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mFogBandHeight = 0;
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mFogPrimCount = 0;
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mMatrixSet = reinterpret_cast<MatrixSet*>(dMalloc_aligned(sizeof(MatrixSet), 16));
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constructInPlace(mMatrixSet);
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mFogBandMat = NULL;
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mFogBandMatInst = NULL;
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}
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SkySphere::~SkySphere()
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{
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dFree_aligned(mMatrixSet);
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if (mMatInstance)
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SAFE_DELETE(mMatInstance);
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SAFE_DELETE(mFogBandMatInst);
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if (mFogBandMat)
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{
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mFogBandMat->deleteObject();
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mFogBandMat = NULL;
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}
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}
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bool SkySphere::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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setGlobalBounds();
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resetWorldBox();
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addToScene();
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if (isClientObject())
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{
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_initRender();
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_updateMaterial();
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}
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return true;
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}
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void SkySphere::onRemove()
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{
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removeFromScene();
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Parent::onRemove();
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}
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void SkySphere::initPersistFields()
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{
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docsURL;
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addGroup("Sky Sphere");
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ADD_FIELD( "materialAsset", TypeMaterialAssetRef, Offset( mMaterialAssetRef, SkySphere ) )
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.network(-1)
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.doc( "The material asset of a cubemap for the sky box." );
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addFieldV("fogBandHeight", TypeRangedF32, Offset(mFogBandHeight, SkySphere), &CommonValidators::NormalizedFloat,
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"The height (0-1) of the fog band from the horizon to the top of the SkySphere.");
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endGroup("Sky Sphere");
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Parent::initPersistFields();
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}
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void SkySphere::inspectPostApply()
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{
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Parent::inspectPostApply();
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_updateMaterial();
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}
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U32 SkySphere::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
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{
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U32 retMask = Parent::packUpdate(conn, mask, stream);
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AssetDatabase.packDataAsset( stream, mMaterialAssetRef.getAssetId() );
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stream->write(mFogBandHeight);
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return retMask;
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}
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void SkySphere::unpackUpdate(NetConnection* conn, BitStream* stream)
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{
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Parent::unpackUpdate(conn, stream);
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StringTableEntry oldMatId = mMaterialAssetRef.getAssetId();
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mMaterialAssetRef = AssetDatabase.unpackDataAsset( stream );
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if ( oldMatId != mMaterialAssetRef.getAssetId() )
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{
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_updateMaterial();
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}
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F32 bandHeight = 0;
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stream->read(&bandHeight);
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// If this flag has changed
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// we need to update the vertex buffer.
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if ( bandHeight != mFogBandHeight)
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{
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mFogBandHeight = bandHeight;
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mIsVBDirty = true;
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_initRender();
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}
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}
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void SkySphere::prepRenderImage(SceneRenderState* state)
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{
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PROFILE_SCOPE(SkySphere_prepRenderImage);
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if (state->isShadowPass() ||
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mVB.isNull() ||
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mFogBandVB.isNull() ||
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!mMatInstance)
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return;
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mMatrixSet->setSceneView(GFX->getWorldMatrix());
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mMatrixSet->setSceneProjection(GFX->getProjectionMatrix());
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ObjectRenderInst* ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind(this, &SkySphere::_renderObject);
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ri->type = RenderPassManager::RIT_Sky;
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ri->defaultKey = 10;
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ri->defaultKey2 = 0;
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state->getRenderPass()->addInst(ri);
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}
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void SkySphere::_renderObject(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* mi)
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{
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GFXDEBUGEVENT_SCOPE(SkySphere_RenderObject, ColorI::WHITE);
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GFXTransformSaver saver;
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GFX->setVertexBuffer(mVB);
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MatrixF worldMat = MatrixF::Identity;
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worldMat.setPosition(state->getCameraPosition());
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SceneData sgData;
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sgData.init(state);
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sgData.objTrans = &worldMat;
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mMatrixSet->restoreSceneViewProjection();
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mMatrixSet->setWorld(worldMat);
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if (state->isReflectPass())
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mMatrixSet->setProjection(state->getSceneManager()->getNonClipProjection());
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while (mMatInstance->setupPass(state, sgData))
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{
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mMatInstance->setTransforms(*mMatrixSet, state);
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mMatInstance->setSceneInfo(state, sgData);
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GFX->drawPrimitive(GFXTriangleList, 0, mPrimCount);
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}
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// Draw render band.
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if (mFogBandHeight > 0 && mFogBandMatInst)
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{
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const FogData& fog = state->getSceneManager()->getFogData();
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if (mLastFogColor != fog.color)
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{
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mLastFogColor = fog.color;
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_initRender();
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}
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// Just need it to follow the camera... no rotation.
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MatrixF camPosMat(MatrixF::Identity);
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camPosMat.setPosition(worldMat.getPosition());
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sgData.objTrans = &camPosMat;
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mMatrixSet->setWorld(*sgData.objTrans);
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while (mFogBandMatInst->setupPass(state, sgData))
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{
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mFogBandMatInst->setTransforms(*mMatrixSet, state);
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mFogBandMatInst->setSceneInfo(state, sgData);
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GFX->setVertexBuffer(mFogBandVB);
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GFX->drawPrimitive(GFXTriangleList, 0, mFogPrimCount);
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}
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}
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}
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void SkySphere::clearVectors()
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{
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tmpVertices.clear();
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finalFogVertex.clear();
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tempFogVertex.clear();
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colVec.clear();
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fogVerts.clear();
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vertsVec.clear();
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normsVec.clear();
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texCoordVec.clear();
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finalVertData.clear();
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}
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void SkySphere::addVertex(Point3F vert)
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{
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vertsVec.push_back(vert.x);
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vertsVec.push_back(vert.y);
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vertsVec.push_back(vert.z);
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}
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void SkySphere::addNormal(Point3F nor)
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{
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normsVec.push_back(nor.x);
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normsVec.push_back(nor.y);
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normsVec.push_back(nor.z);
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}
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void SkySphere::addTexcoord(F32 s, F32 t)
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{
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texCoordVec.push_back(s);
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texCoordVec.push_back(t);
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}
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void SkySphere::addColor(ColorI col)
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{
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colVec.push_back(col);
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}
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void SkySphere::BuildFinalVert()
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{
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U32 count = vertsVec.size();
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U32 i, j;
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for (i = 0, j = 0; i < count; i += 3, j += 2)
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{
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FinalVertexData temp;
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temp.pos.set(Point3F(vertsVec[i], vertsVec[i + 1], vertsVec[i + 2]));
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temp.nor.set(Point3F(normsVec[i], normsVec[i + 1], normsVec[i + 2]));
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temp.s = texCoordVec[j];
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temp.t = texCoordVec[j+1];
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finalVertData.push_back(temp);
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}
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}
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void SkySphere::BuildFinalFogVert()
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{
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U32 count = vertsVec.size();
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U32 i, j;
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for (i = 0, j = 0; i < count; i+=3, j++ )
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{
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FogVertex temp;
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temp.pos.set(Point3F(vertsVec[i], vertsVec[i + 1], vertsVec[i + 2]));
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temp.col = colVec[j];
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finalFogVertex.push_back(temp);
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}
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}
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void SkySphere::_initRender()
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{
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U32 rings = 32;
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U32 height = 16;
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U32 radius = 1;
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F32 x, y; // vertex position
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F32 nx, ny, nz, lengthInv = 1.0f / radius; // normal
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F32 s, t; // texCoord
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F32 ringStep = M_2PI / rings;
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F32 heightStep = M_PI / height; // M_HALFPI for dome.
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F32 ringAng, heightAng;
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//clear vecs
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clearVectors();
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for (U32 i = 0; i <= height; ++i)
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{
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heightAng = M_PI / 2 - (F32)i * heightStep;
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F32 xy = radius * mCos(heightAng);
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F32 z = radius * mSin(heightAng);
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for (U32 j = 0; j <= rings; ++j)
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{
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SphereVertex vert;
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ringAng = j * ringStep;
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x = xy * mCos(ringAng);
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y = xy * mSin(ringAng);
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vert.pos.set(Point3F(x,y,z));
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nx = x * lengthInv;
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ny = y * lengthInv;
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nz = z * lengthInv;
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vert.nor.set(Point3F(nx, ny, nz));
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s = (F32)j / rings;
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t = (F32)i / height;
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vert.s = s;
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vert.t = t;
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tmpVertices.push_back(vert);
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}
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}
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SphereVertex v1, v2, v3, v4;
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U32 vi1, vi2 = 0;
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for (U32 i = 0; i < height; ++i)
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{
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vi1 = i * (rings + 1);
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vi2 = (i + 1) * (rings + 1);
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for (U32 j = 0; j < rings; ++j, ++vi1, ++vi2)
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{
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v1 = tmpVertices[vi1];
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v2 = tmpVertices[vi2];
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v3 = tmpVertices[vi1 + 1];
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v4 = tmpVertices[vi2 + 1];
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// 1st = triangle.
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if (i == 0)
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{
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// verts for tri.
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addVertex(v1.pos);
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addVertex(v2.pos);
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addVertex(v4.pos);
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// texcoords for tri.
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addTexcoord(v1.s, v1.t);
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addTexcoord(v2.s, v2.t);
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addTexcoord(v4.s, v4.t);
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// normals for tri.
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addNormal(v1.nor);
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addNormal(v2.nor);
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addNormal(v4.nor);
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}
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else if (i == (height - 1))
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{
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// verts for tri.
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addVertex(v1.pos);
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addVertex(v2.pos);
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addVertex(v3.pos);
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// texcoords for tri.
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addTexcoord(v1.s, v1.t);
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addTexcoord(v2.s, v2.t);
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addTexcoord(v3.s, v3.t);
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// normals for quad.
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addNormal(v1.nor);
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addNormal(v2.nor);
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addNormal(v3.nor);
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}
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else
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{
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// verts for quad.
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addVertex(v1.pos);
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addVertex(v2.pos);
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addVertex(v3.pos);
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addVertex(v3.pos);
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addVertex(v4.pos);
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addVertex(v2.pos);
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// texcoords for quad.
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addTexcoord(v1.s, v1.t);
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addTexcoord(v2.s, v2.t);
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addTexcoord(v3.s, v3.t);
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addTexcoord(v3.s, v3.t);
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addTexcoord(v4.s, v4.t);
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addTexcoord(v2.s, v2.t);
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// normals for quad.
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addNormal(v1.nor);
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addNormal(v2.nor);
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addNormal(v3.nor);
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addNormal(v3.nor);
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addNormal(v4.nor);
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addNormal(v2.nor);
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}
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}
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}
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BuildFinalVert();
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GFXVertexPNT* tmpVerts = NULL;
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U32 vertCount = finalVertData.size();
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tmpVerts = new GFXVertexPNT[(vertCount)];
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mPrimCount = vertCount / 3;
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for (U32 i = 0; i < vertCount; i++)
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{
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tmpVerts[i].point.set(finalVertData[i].pos);
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tmpVerts[i].normal.set(finalVertData[i].nor);
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tmpVerts[i].texCoord.set(finalVertData[i].s, finalVertData[i].t);
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}
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if (mVB.isNull() || mIsVBDirty)
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{
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mVB.set(GFX, vertCount, GFXBufferTypeStatic);
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mIsVBDirty = false;
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}
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GFXVertexPNT* vertPtr = mVB.lock();
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if (!vertPtr)
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{
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delete[] tmpVerts;
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return;
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}
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dMemcpy(vertPtr, tmpVerts, sizeof(GFXVertexPNT) * vertCount);
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mVB.unlock();
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// Clean up temp verts.
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delete[] tmpVerts;
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// Grab the fog color.
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ColorI fogColor(mLastFogColor.red * 255, mLastFogColor.green * 255, mLastFogColor.blue * 255);
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ColorI fogColorAlpha(mLastFogColor.red * 255, mLastFogColor.green * 255, mLastFogColor.blue * 255, 0);
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clearVectors();
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U32 stepCount = 16;
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F32 cylStep = M_2PI / stepCount;
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F32 cylAngle;
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F32 cylRadius = 10;
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for (U32 i = 0; i <= stepCount; ++i)
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{
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cylAngle = (F32)i * cylStep;
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fogVerts.push_back(mCos(cylAngle));
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fogVerts.push_back(mSin(cylAngle));
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}
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for (U32 i = 0; i < 2; ++i)
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{
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for (U32 j = 0, k = 0; j <= stepCount; ++j, k += 2)
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{
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FogVertex temp;
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F32 ux = fogVerts[k];
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F32 uy = fogVerts[k+1];
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if (i > 0)
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{
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temp.pos.set(Point3F((ux * cylRadius), (uy * cylRadius), mFogBandHeight));
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temp.col = fogColorAlpha;
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}
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else
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{
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temp.pos.set(Point3F((ux * cylRadius), (uy * cylRadius), -mFogBandHeight));
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temp.col = fogColor;
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}
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tempFogVertex.push_back(temp);
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}
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}
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FogVertex f1, f2, f3, f4;
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U32 k1 = 0;
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U32 k2 = stepCount + 1;
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for (U32 i = 0; i < stepCount; ++i, ++k1, ++k2)
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{
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f1 = tempFogVertex[k1];
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f2 = tempFogVertex[k1 + 1];
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f3 = tempFogVertex[k2];
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f4 = tempFogVertex[k2 + 1];
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addVertex(f3.pos);
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addVertex(f2.pos);
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addVertex(f4.pos);
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addColor(f3.col);
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addColor(f2.col);
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addColor(f4.col);
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addVertex(f1.pos);
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addVertex(f2.pos);
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addVertex(f3.pos);
|
|
addColor(f1.col);
|
|
addColor(f2.col);
|
|
addColor(f3.col);
|
|
}
|
|
|
|
BuildFinalFogVert();
|
|
|
|
U32 fogVertCount = finalFogVertex.size();
|
|
mFogPrimCount = fogVertCount / 3;
|
|
|
|
if (mFogBandVB.isNull())
|
|
mFogBandVB.set(GFX, fogVertCount, GFXBufferTypeStatic);
|
|
|
|
GFXVertexPC* bandVertPtr = mFogBandVB.lock();
|
|
if (!bandVertPtr) return;
|
|
|
|
for (U32 i = 0; i < fogVertCount; i++)
|
|
{
|
|
bandVertPtr[i].point.set(finalFogVertex[i].pos);
|
|
bandVertPtr[i].color.set(finalFogVertex[i].col);
|
|
}
|
|
|
|
mFogBandVB.unlock();
|
|
|
|
SAFE_DELETE(mFogBandMatInst);
|
|
if (mFogBandMat)
|
|
{
|
|
mFogBandMat->deleteObject();
|
|
mFogBandMat = NULL;
|
|
}
|
|
|
|
// Setup the material for this imposter.
|
|
mFogBandMat = MATMGR->allocateAndRegister(String::EmptyString);
|
|
mFogBandMat->mAutoGenerated = true;
|
|
mFogBandMat->mTranslucent = true;
|
|
mFogBandMat->mVertColor[0] = true;
|
|
mFogBandMat->mDoubleSided = true;
|
|
mFogBandMat->mReceiveShadows[0] = false;
|
|
|
|
FeatureSet features = MATMGR->getDefaultFeatures();
|
|
features.addFeature(MFT_isBackground);
|
|
mFogBandMatInst = mFogBandMat->createMatInstance();
|
|
mFogBandMatInst->init(features, getGFXVertexFormat<GFXVertexPC>());
|
|
}
|
|
|
|
void SkySphere::onStaticModified(const char* slotName, const char* newValue)
|
|
{
|
|
Parent::onStaticModified(slotName, newValue);
|
|
|
|
if (dStricmp(slotName, "material") == 0)
|
|
setMaskBits(0xFFFFFFFF);
|
|
}
|
|
|
|
void SkySphere::_initMaterial()
|
|
{
|
|
if (mMatInstance)
|
|
SAFE_DELETE(mMatInstance);
|
|
|
|
if (mMaterialAssetRef.notNull())
|
|
mMatInstance = mMaterialAssetRef.assetPtr->getMaterial()->createMatInstance();
|
|
else
|
|
mMatInstance = MATMGR->createMatInstance("WarningMaterial");
|
|
|
|
// We want to disable culling and z write.
|
|
GFXStateBlockDesc desc;
|
|
desc.setCullMode(GFXCullNone);
|
|
desc.setBlend(true);
|
|
desc.setZReadWrite(true, false);
|
|
desc.zFunc = GFXCmpGreaterEqual;
|
|
mMatInstance->addStateBlockDesc(desc);
|
|
|
|
// Also disable lighting on the skysphere material by default.
|
|
FeatureSet features = MATMGR->getDefaultFeatures();
|
|
features.removeFeature(MFT_RTLighting);
|
|
features.removeFeature(MFT_Visibility);
|
|
features.removeFeature(MFT_ReflectionProbes);
|
|
features.addFeature(MFT_isBackground);
|
|
|
|
// Now initialize the material.
|
|
mMatInstance->init(features, getGFXVertexFormat<GFXVertexPNT>());
|
|
}
|
|
|
|
void SkySphere::_updateMaterial()
|
|
{
|
|
if (mMaterialAssetRef.notNull())
|
|
_initMaterial();
|
|
}
|
|
|
|
BaseMatInstance* SkySphere::_getMaterialInstance()
|
|
{
|
|
if (!mMaterialAssetRef.notNull() || !mMatInstance || mMatInstance->getMaterial() != mMaterialAssetRef.assetPtr->getMaterial().getPointer())
|
|
_initMaterial();
|
|
|
|
if (!mMatInstance)
|
|
return NULL;
|
|
|
|
return mMatInstance;
|
|
}
|
|
|
|
DefineEngineMethod(SkySphere, postApply, void, (), , "")
|
|
{
|
|
object->inspectPostApply();
|
|
}
|