Torque3D/Engine/source/T3D/examples/renderMeshExample.cpp
Areloch 3a18819e1e Issue found by PVS Studio:
Several instances where we utilize a pointer variable without properly testing that they aren't null first.
2015-07-28 23:25:09 -05:00

356 lines
11 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/examples/renderMeshExample.h"
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "materials/materialManager.h"
#include "materials/baseMatInstance.h"
#include "renderInstance/renderPassManager.h"
#include "lighting/lightQuery.h"
#include "console/engineAPI.h"
IMPLEMENT_CO_NETOBJECT_V1(RenderMeshExample);
ConsoleDocClass( RenderMeshExample,
"@brief An example scene object which renders a mesh.\n\n"
"This class implements a basic SceneObject that can exist in the world at a "
"3D position and render itself. There are several valid ways to render an "
"object in Torque. This class implements the preferred rendering method which "
"is to submit a MeshRenderInst along with a Material, vertex buffer, "
"primitive buffer, and transform and allow the RenderMeshMgr handle the "
"actual setup and rendering for you.\n\n"
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n" );
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
RenderMeshExample::RenderMeshExample()
{
// Flag this object so that it will always
// be sent across the network to clients
mNetFlags.set( Ghostable | ScopeAlways );
// Set it as a "static" object that casts shadows
mTypeMask |= StaticObjectType | StaticShapeObjectType;
// Make sure we the Material instance to NULL
// so we don't try to access it incorrectly
mMaterialInst = NULL;
}
RenderMeshExample::~RenderMeshExample()
{
if ( mMaterialInst )
SAFE_DELETE( mMaterialInst );
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void RenderMeshExample::initPersistFields()
{
addGroup( "Rendering" );
addField( "material", TypeMaterialName, Offset( mMaterialName, RenderMeshExample ),
"The name of the material used to render the mesh." );
endGroup( "Rendering" );
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
void RenderMeshExample::inspectPostApply()
{
Parent::inspectPostApply();
// Flag the network mask to send the updates
// to the client object
setMaskBits( UpdateMask );
}
bool RenderMeshExample::onAdd()
{
if ( !Parent::onAdd() )
return false;
// Set up a 1x1x1 bounding box
mObjBox.set( Point3F( -0.5f, -0.5f, -0.5f ),
Point3F( 0.5f, 0.5f, 0.5f ) );
resetWorldBox();
// Add this object to the scene
addToScene();
// Refresh this object's material (if any)
updateMaterial();
return true;
}
void RenderMeshExample::onRemove()
{
// Remove this object from the scene
removeFromScene();
Parent::onRemove();
}
void RenderMeshExample::setTransform(const MatrixF & mat)
{
// Let SceneObject handle all of the matrix manipulation
Parent::setTransform( mat );
// Dirty our network mask so that the new transform gets
// transmitted to the client object
setMaskBits( TransformMask );
}
U32 RenderMeshExample::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
{
// Allow the Parent to get a crack at writing its info
U32 retMask = Parent::packUpdate( conn, mask, stream );
// Write our transform information
if ( stream->writeFlag( mask & TransformMask ) )
{
mathWrite(*stream, getTransform());
mathWrite(*stream, getScale());
}
// Write out any of the updated editable properties
if ( stream->writeFlag( mask & UpdateMask ) )
stream->write( mMaterialName );
return retMask;
}
void RenderMeshExample::unpackUpdate(NetConnection *conn, BitStream *stream)
{
// Let the Parent read any info it sent
Parent::unpackUpdate(conn, stream);
if ( stream->readFlag() ) // TransformMask
{
mathRead(*stream, &mObjToWorld);
mathRead(*stream, &mObjScale);
setTransform( mObjToWorld );
}
if ( stream->readFlag() ) // UpdateMask
{
stream->read( &mMaterialName );
if ( isProperlyAdded() )
updateMaterial();
}
}
//-----------------------------------------------------------------------------
// Object Rendering
//-----------------------------------------------------------------------------
void RenderMeshExample::createGeometry()
{
static const Point3F cubePoints[8] =
{
Point3F( 1, -1, -1), Point3F( 1, -1, 1), Point3F( 1, 1, -1), Point3F( 1, 1, 1),
Point3F(-1, -1, -1), Point3F(-1, 1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, 1)
};
static const Point3F cubeNormals[6] =
{
Point3F( 1, 0, 0), Point3F(-1, 0, 0), Point3F( 0, 1, 0),
Point3F( 0, -1, 0), Point3F( 0, 0, 1), Point3F( 0, 0, -1)
};
static const Point2F cubeTexCoords[4] =
{
Point2F( 0, 0), Point2F( 0, -1),
Point2F( 1, 0), Point2F( 1, -1)
};
static const U32 cubeFaces[36][3] =
{
{ 3, 0, 3 }, { 0, 0, 0 }, { 1, 0, 1 },
{ 2, 0, 2 }, { 0, 0, 0 }, { 3, 0, 3 },
{ 7, 1, 1 }, { 4, 1, 2 }, { 5, 1, 0 },
{ 6, 1, 3 }, { 4, 1, 2 }, { 7, 1, 1 },
{ 3, 2, 1 }, { 5, 2, 2 }, { 2, 2, 0 },
{ 7, 2, 3 }, { 5, 2, 2 }, { 3, 2, 1 },
{ 1, 3, 3 }, { 4, 3, 0 }, { 6, 3, 1 },
{ 0, 3, 2 }, { 4, 3, 0 }, { 1, 3, 3 },
{ 3, 4, 3 }, { 6, 4, 0 }, { 7, 4, 1 },
{ 1, 4, 2 }, { 6, 4, 0 }, { 3, 4, 3 },
{ 2, 5, 1 }, { 4, 5, 2 }, { 0, 5, 0 },
{ 5, 5, 3 }, { 4, 5, 2 }, { 2, 5, 1 }
};
// Fill the vertex buffer
VertexType *pVert = NULL;
mVertexBuffer.set( GFX, 36, GFXBufferTypeStatic );
pVert = mVertexBuffer.lock();
Point3F halfSize = getObjBox().getExtents() * 0.5f;
for (U32 i = 0; i < 36; i++)
{
const U32& vdx = cubeFaces[i][0];
const U32& ndx = cubeFaces[i][1];
const U32& tdx = cubeFaces[i][2];
pVert[i].point = cubePoints[vdx] * halfSize;
pVert[i].normal = cubeNormals[ndx];
pVert[i].texCoord = cubeTexCoords[tdx];
}
mVertexBuffer.unlock();
// Fill the primitive buffer
U16 *pIdx = NULL;
mPrimitiveBuffer.set( GFX, 36, 12, GFXBufferTypeStatic );
mPrimitiveBuffer.lock(&pIdx);
for (U16 i = 0; i < 36; i++)
pIdx[i] = i;
mPrimitiveBuffer.unlock();
}
void RenderMeshExample::updateMaterial()
{
if ( mMaterialName.isEmpty() )
return;
// If the material name matches then don't bother updating it.
if ( mMaterialInst && mMaterialName.equal( mMaterialInst->getMaterial()->getName(), String::NoCase ) )
return;
SAFE_DELETE( mMaterialInst );
mMaterialInst = MATMGR->createMatInstance( mMaterialName, getGFXVertexFormat< VertexType >() );
if ( !mMaterialInst )
Con::errorf( "RenderMeshExample::updateMaterial - no Material called '%s'", mMaterialName.c_str() );
}
void RenderMeshExample::prepRenderImage( SceneRenderState *state )
{
// Do a little prep work if needed
if ( mVertexBuffer.isNull() )
createGeometry();
// If we have no material then skip out.
if ( !mMaterialInst || !state)
return;
// If we don't have a material instance after the override then
// we can skip rendering all together.
BaseMatInstance *matInst = state->getOverrideMaterial( mMaterialInst );
if ( !matInst )
return;
// Get a handy pointer to our RenderPassmanager
RenderPassManager *renderPass = state->getRenderPass();
// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();
// Set our RenderInst as a standard mesh render
ri->type = RenderPassManager::RIT_Mesh;
//If our material has transparency set on this will redirect it to proper render bin
if ( matInst->getMaterial()->isTranslucent() )
{
ri->type = RenderPassManager::RIT_Translucent;
ri->translucentSort = true;
}
// Calculate our sorting point
if ( state )
{
// Calculate our sort point manually.
const Box3F& rBox = getRenderWorldBox();
ri->sortDistSq = rBox.getSqDistanceToPoint( state->getCameraPosition() );
}
else
ri->sortDistSq = 0.0f;
// Set up our transforms
MatrixF objectToWorld = getRenderTransform();
objectToWorld.scale( getScale() );
ri->objectToWorld = renderPass->allocUniqueXform( objectToWorld );
ri->worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
ri->projection = renderPass->allocSharedXform(RenderPassManager::Projection);
// If our material needs lights then fill the RIs
// light vector with the best lights.
if ( matInst->isForwardLit() )
{
LightQuery query;
query.init( getWorldSphere() );
query.getLights( ri->lights, 8 );
}
// Make sure we have an up-to-date backbuffer in case
// our Material would like to make use of it
// NOTICE: SFXBB is removed and refraction is disabled!
//ri->backBuffTex = GFX->getSfxBackBuffer();
// Set our Material
ri->matInst = matInst;
// Set up our vertex buffer and primitive buffer
ri->vertBuff = &mVertexBuffer;
ri->primBuff = &mPrimitiveBuffer;
ri->prim = renderPass->allocPrim();
ri->prim->type = GFXTriangleList;
ri->prim->minIndex = 0;
ri->prim->startIndex = 0;
ri->prim->numPrimitives = 12;
ri->prim->startVertex = 0;
ri->prim->numVertices = 36;
// We sort by the material then vertex buffer
ri->defaultKey = matInst->getStateHint();
ri->defaultKey2 = (uintptr_t)ri->vertBuff; // Not 64bit safe!
// Submit our RenderInst to the RenderPassManager
state->getRenderPass()->addInst( ri );
}
DefineEngineMethod( RenderMeshExample, postApply, void, (),,
"A utility method for forcing a network update.\n")
{
object->inspectPostApply();
}