mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
152 lines
4.5 KiB
C++
152 lines
4.5 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 "forest/ts/tsForestCellBatch.h"
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#include "forest/ts/tsForestItemData.h"
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#include "scene/sceneManager.h"
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#include "ts/tsLastDetail.h"
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TSForestCellBatch::TSForestCellBatch( TSLastDetail *detail )
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: mDetail( detail )
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{
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}
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TSForestCellBatch::~TSForestCellBatch()
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{
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}
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bool TSForestCellBatch::_prepBatch( const ForestItem &item )
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{
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// Make sure it's our item type!
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TSForestItemData* data = dynamic_cast<TSForestItemData*>( item.getData() );
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if ( !data )
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return false;
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// TODO: Eventually we should atlas multiple details into
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// a single combined texture map. Till then we have to
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// do one batch per-detail type.
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// If the detail type doesn't match then
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// we need to start a new batch.
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if ( data->getLastDetail() != mDetail )
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return false;
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return true;
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}
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void TSForestCellBatch::_rebuildBatch()
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{
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// Clean up first.
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mVB = NULL;
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if ( mItems.empty() )
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return;
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// How big do we need to make this?
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U32 verts = mItems.size() * 6;
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mVB.set( GFX, verts, GFXBufferTypeStatic );
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if ( !mVB.isValid() )
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{
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// If we failed it is probably because we requested
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// a size bigger than a VB can be. Warn the user.
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AssertWarn( false, "TSForestCellBatch::_rebuildBatch: Batch too big... try reducing the forest cell size!" );
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return;
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}
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// Fill this puppy!
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ImposterState *vertPtr = mVB.lock();
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if(!vertPtr) return;
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Vector<ForestItem>::const_iterator item = mItems.begin();
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const F32 radius = mDetail->getRadius();
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ImposterState state;
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for ( ; item != mItems.end(); item++ )
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{
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item->getWorldBox().getCenter( &state.center );
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state.halfSize = radius * item->getScale();
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state.alpha = 1.0f;
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item->getTransform().getColumn( 2, &state.upVec );
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item->getTransform().getColumn( 0, &state.rightVec );
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*vertPtr = state;
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vertPtr->corner = 0;
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++vertPtr;
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*vertPtr = state;
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vertPtr->corner = 1;
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++vertPtr;
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*vertPtr = state;
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vertPtr->corner = 2;
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++vertPtr;
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*vertPtr = state;
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vertPtr->corner = 2;
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++vertPtr;
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*vertPtr = state;
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vertPtr->corner = 3;
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++vertPtr;
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*vertPtr = state;
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vertPtr->corner = 0;
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++vertPtr;
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}
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mVB.unlock();
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}
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void TSForestCellBatch::_render( const SceneRenderState *state )
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{
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if ( !mVB.isValid() ||
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( state->isShadowPass() && !TSLastDetail::smCanShadow ) )
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return;
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// Make sure we have a material to render with.
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BaseMatInstance *mat = state->getOverrideMaterial( mDetail->getMatInstance() );
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if ( mat == NULL )
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return;
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// We don't really render here... we submit it to
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// the render manager which collects all the batches
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// in the scene, sorts them by texture, sets up the
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// shader, and then renders them all at once.
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ImposterBatchRenderInst *inst = state->getRenderPass()->allocInst<ImposterBatchRenderInst>();
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inst->mat = mat;
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inst->vertBuff = &mVB;
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// We sort by the imposter type first so that RIT_Imposter and
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// RIT_ImposterBatches do not get mixed together.
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//
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// We then sort by material.
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//
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inst->defaultKey = 0;
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inst->defaultKey2 = mat->getStateHint();
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state->getRenderPass()->addInst( inst );
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}
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