Torque3D/Engine/source/environment/VolumetricFog.h

261 lines
7.7 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.
//-----------------------------------------------------------------------------
#ifndef _VolumetricFog_H_
#define _VolumetricFog_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#ifndef _GFXTARGET_H_
#include "gfx/gfxTarget.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _POST_EFFECT_H_
#include "postFx/postEffect.h"
#endif
#include "gui/core/guiCanvas.h"
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef SHAPEASSET_H
#include "T3D/assets/ShapeAsset.h"
#endif
class VolumetricFogRTManager;
class VolumetricFog : public SceneObject
{
typedef SceneObject Parent;
// Maskbits for updating
enum
{
VolumetricFogMask = Parent::NextFreeMask,
FogColorMask = Parent::NextFreeMask << 1,
FogDensityMask = Parent::NextFreeMask << 2,
FogModulationMask = Parent::NextFreeMask << 3,
FogPostFXMask = Parent::NextFreeMask << 4,
FogShapeMask = Parent::NextFreeMask << 5,
NextFreeMask = Parent::NextFreeMask << 6
};
// Struct which holds the shape details
struct meshes
{
F32 det_size;
S32 sub_shape;
S32 obj_det;
U32 num_verts;
GFXVertexPNTT *verts;
Vector <GFXPrimitive> *piArray;
Vector <U32> *indices;
};
DECLARE_SHAPEASSET(VolumetricFog, Shape, onShapeChanged);
DECLARE_ASSET_NET_SETGET(VolumetricFog, Shape, FogShapeMask);
protected:
// Rendertargets;
GFXTextureTargetRef z_buf;
NamedTexTargetRef mDeferredTarget;
NamedTexTargetRef mDepthBufferTarget;
NamedTexTargetRef mFrontBufferTarget;
// Shaders
GFXShaderRef mShader;
GFXShaderRef mDeferredShader;
GFXShaderRef mReflectionShader;
// Stateblocks
GFXStateBlockDesc descD;
GFXStateBlockDesc descF;
GFXStateBlockDesc desc_preD;
GFXStateBlockDesc desc_preF;
GFXStateBlockDesc desc_refl;
GFXStateBlockRef mStateblockD;
GFXStateBlockRef mStateblockF;
GFXStateBlockRef mStateblock_preD;
GFXStateBlockRef mStateblock_preF;
GFXStateBlockRef mStateblock_refl;
// Shaderconstants
GFXShaderConstBufferRef mShaderConsts;
GFXShaderConstHandle *mModelViewProjSC;
GFXShaderConstHandle *mFadeSizeSC;
GFXShaderConstHandle *mFogColorSC;
GFXShaderConstHandle *mFogDensitySC;
GFXShaderConstHandle *mPreBias;
GFXShaderConstHandle *mAccumTime;
GFXShaderConstHandle *mIsTexturedSC;
GFXShaderConstHandle *mModSpeedSC;
GFXShaderConstHandle *mModStrengthSC;
GFXShaderConstHandle *mViewPointSC;
GFXShaderConstHandle *mTexScaleSC;
GFXShaderConstHandle *mTexTilesSC;
GFXShaderConstBufferRef mPPShaderConsts;
GFXShaderConstHandle *mPPModelViewProjSC;
GFXShaderConstHandle *mAmbientColorSC;
GFXShaderConstBufferRef mReflShaderConsts;
GFXShaderConstHandle *mReflModelViewProjSC;
GFXShaderConstHandle *mReflFogColorSC;
GFXShaderConstHandle *mReflFogDensitySC;
GFXShaderConstHandle *mReflFogStrengthSC;
// Vertex and Prim. Buffer
GFXVertexBufferHandle<GFXVertexPNTT> mVB;
GFXPrimitiveBufferHandle mPB;
// Fog volume data;
ColorI mFogColor;
F32 mFogDensity;
bool mIgnoreWater;
bool mReflect;
Vector<meshes> det_size;
bool mShapeLoaded;
F32 mPixelSize;
F32 mFadeSize;
U32 mCurDetailLevel;
U32 mNumDetailLevels;
F32 mObjSize;
F32 mRadius;
OrientedBox3F ColBox;
VectorF mObjScale;
F32 mMinDisplaySize;
F32 mInvScale;
// Fog Modulation data
DECLARE_IMAGEASSET(VolumetricFog, Texture, onImageChanged, GFXStaticTextureSRGBProfile);
DECLARE_ASSET_NET_SETGET(VolumetricFog, Texture, FogModulationMask);
bool mIsTextured;
F32 mTexTiles;
F32 mStrength;
Point2F mSpeed1;
Point2F mSpeed2;
Point4F mSpeed;
Point2F mTexScale;
// Fog Rendering data
Point3F camPos;
Point2F mViewPoint;
F32 mFOV;
F32 viewDist;
bool mIsVBDirty;
bool mIsPBDirty;
bool mCamInFog;
bool mResizing;
PlatformWindow *mPlatformWindow;
// Reflections
F32 mFogReflStrength;
// PostFX
PostEffect *glowFX;
bool mUseGlow;
F32 mGlowStrength;
U8 mGlowing;
F32 mCurGlow;
bool mModifLightRays;
F32 mLightRayMod;
F32 mOldLightRayStrength;
GameConnection* conn;
U32 mCounter;
void ResizeRT(PlatformWindow *win, bool resize);
protected:
// Protected methods
bool onAdd();
void onRemove();
void handleResize(VolumetricFogRTManager *RTM, bool resize);
void handleCanvasResize(GuiCanvas* canvas);
bool LoadShape();
bool setupRenderer();
void InitTexture();
bool UpdateBuffers(U32 dl,bool force=true);
void processTick(const Move *move);
void _enterFog(ShapeBase *control);
void _leaveFog(ShapeBase *control);
static bool _setShapeAsset(void* obj, const char* index, const char* data);
void onImageChanged() {}
public:
// Public methods
VolumetricFog();
~VolumetricFog();
static void initPersistFields();
virtual void inspectPostApply();
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void prepRenderImage(SceneRenderState* state);
void render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
void reflect_render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
// Methods for modifying & networking various fog elements
// Used in script
void setFogColor(LinearColorF color);
void setFogColor(ColorI color);
void setFogDensity(F32 density);
void setFogModulation(F32 strength, Point2F speed1, Point2F speed2);
void setFogGlow(bool on_off, F32 strength);
void setFogLightray(bool on_off, F32 strength);
bool isInsideFog();
bool setShapeAsset(const StringTableEntry shapeAssetId);
void onShapeChanged() {}
DECLARE_CONOBJECT(VolumetricFog);
DECLARE_CALLBACK(void, onEnterFog, (SimObjectId obj));
DECLARE_CALLBACK(void, onLeaveFog, (SimObjectId obj));
};
#endif