mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
353 lines
10 KiB
C++
353 lines
10 KiB
C++
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
|
|
// Copyright (C) 2015 Faust Logic, Inc.
|
|
//
|
|
// 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 "afx/arcaneFX.h"
|
|
|
|
#include "materials/shaderData.h"
|
|
#include "gfx/gfxTransformSaver.h"
|
|
#include "scene/sceneRenderState.h"
|
|
#include "terrain/terrData.h"
|
|
#include "terrain/terrCell.h"
|
|
|
|
#include "gfx/primBuilder.h"
|
|
|
|
#include "afx/ce/afxZodiacMgr.h"
|
|
#include "afx/afxZodiacTerrainRenderer_T3D.h"
|
|
#include "afx/util/afxTriBoxCheck2D_T3D.h"
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
class TerrCellSpy : public TerrCell
|
|
{
|
|
public:
|
|
static const U32 getMinCellSize() { return smMinCellSize; }
|
|
};
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
const RenderInstType afxZodiacTerrainRenderer::RIT_TerrainZodiac("TerrainZodiac");
|
|
|
|
afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::master = 0;
|
|
|
|
IMPLEMENT_CONOBJECT(afxZodiacTerrainRenderer);
|
|
|
|
ConsoleDocClass( afxZodiacTerrainRenderer,
|
|
"@brief A render bin for zodiac rendering on Terrain objects.\n\n"
|
|
|
|
"This bin renders instances of AFX zodiac effects onto Terrain surfaces.\n\n"
|
|
|
|
"@ingroup RenderBin\n"
|
|
"@ingroup AFX\n"
|
|
);
|
|
|
|
afxZodiacTerrainRenderer::afxZodiacTerrainRenderer()
|
|
: RenderBinManager(RIT_TerrainZodiac, 1.0f, 1.0f)
|
|
{
|
|
if (!master)
|
|
master = this;
|
|
shader_initialized = false;
|
|
zodiac_shader = NULL;
|
|
shader_consts = NULL;
|
|
projection_sc = NULL;
|
|
color_sc = NULL;
|
|
}
|
|
|
|
afxZodiacTerrainRenderer::afxZodiacTerrainRenderer(F32 renderOrder, F32 processAddOrder)
|
|
: RenderBinManager(RIT_TerrainZodiac, renderOrder, processAddOrder)
|
|
{
|
|
if (!master)
|
|
master = this;
|
|
shader_initialized = false;
|
|
zodiac_shader = NULL;
|
|
shader_consts = NULL;
|
|
projection_sc = NULL;
|
|
color_sc = NULL;
|
|
}
|
|
|
|
afxZodiacTerrainRenderer::~afxZodiacTerrainRenderer()
|
|
{
|
|
if (this == master)
|
|
master = 0;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
void afxZodiacTerrainRenderer::initShader()
|
|
{
|
|
if (shader_initialized)
|
|
return;
|
|
|
|
shader_initialized = true;
|
|
|
|
shader_consts = 0;
|
|
norm_norefl_zb_SB = norm_refl_zb_SB;
|
|
add_norefl_zb_SB = add_refl_zb_SB;
|
|
sub_norefl_zb_SB = sub_refl_zb_SB;
|
|
|
|
zodiac_shader = afxZodiacMgr::getTerrainZodiacShader();
|
|
if (!zodiac_shader)
|
|
return;
|
|
|
|
GFXStateBlockDesc d;
|
|
|
|
d.cullDefined = true;
|
|
d.ffLighting = false;
|
|
d.blendDefined = true;
|
|
d.blendEnable = true;
|
|
d.zDefined = false;
|
|
d.zEnable = true;
|
|
d.zWriteEnable = false;
|
|
d.zFunc = GFXCmpLessEqual;
|
|
d.zSlopeBias = 0;
|
|
d.alphaDefined = true;
|
|
d.alphaTestEnable = true;
|
|
d.alphaTestRef = 0;
|
|
d.alphaTestFunc = GFXCmpGreater;
|
|
d.samplersDefined = true;
|
|
d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
|
|
|
|
// normal
|
|
d.blendSrc = GFXBlendSrcAlpha;
|
|
d.blendDest = GFXBlendInvSrcAlpha;
|
|
//
|
|
d.cullMode = GFXCullCCW;
|
|
d.zBias = arcaneFX::sTerrainZodiacZBias;
|
|
norm_norefl_zb_SB = GFX->createStateBlock(d);
|
|
//
|
|
d.cullMode = GFXCullCW;
|
|
d.zBias = arcaneFX::sTerrainZodiacZBias;
|
|
norm_refl_zb_SB = GFX->createStateBlock(d);
|
|
|
|
// additive
|
|
d.blendSrc = GFXBlendSrcAlpha;
|
|
d.blendDest = GFXBlendOne;
|
|
//
|
|
d.cullMode = GFXCullCCW;
|
|
d.zBias = arcaneFX::sTerrainZodiacZBias;
|
|
add_norefl_zb_SB = GFX->createStateBlock(d);
|
|
//
|
|
d.cullMode = GFXCullCW;
|
|
d.zBias = arcaneFX::sTerrainZodiacZBias;
|
|
add_refl_zb_SB = GFX->createStateBlock(d);
|
|
|
|
// subtractive
|
|
d.blendSrc = GFXBlendZero;
|
|
d.blendDest = GFXBlendInvSrcColor;
|
|
//
|
|
d.cullMode = GFXCullCCW;
|
|
d.zBias = arcaneFX::sTerrainZodiacZBias;
|
|
sub_norefl_zb_SB = GFX->createStateBlock(d);
|
|
//
|
|
d.cullMode = GFXCullCW;
|
|
d.zBias = arcaneFX::sTerrainZodiacZBias;
|
|
sub_refl_zb_SB = GFX->createStateBlock(d);
|
|
|
|
shader_consts = zodiac_shader->getShader()->allocConstBuffer();
|
|
projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView");
|
|
color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor");
|
|
}
|
|
|
|
void afxZodiacTerrainRenderer::clear()
|
|
{
|
|
Parent::clear();
|
|
|
|
terrain_zodes.clear();
|
|
}
|
|
|
|
void afxZodiacTerrainRenderer::addZodiac(U32 zode_idx, const Point3F& pos, F32 ang,
|
|
const TerrainBlock* block, const TerrCell* cell,
|
|
const MatrixF& mRenderObjToWorld, F32 camDist)
|
|
{
|
|
terrain_zodes.increment();
|
|
TerrainZodiacElem& elem = terrain_zodes.last();
|
|
|
|
elem.block = block;
|
|
elem.cell = cell;
|
|
elem.zode_idx = zode_idx;
|
|
elem.ang = ang;
|
|
elem.mRenderObjToWorld = mRenderObjToWorld;
|
|
elem.camDist = camDist;
|
|
}
|
|
|
|
afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::getMaster()
|
|
{
|
|
if (!master)
|
|
master = new afxZodiacTerrainRenderer;
|
|
return master;
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
GFXStateBlock* afxZodiacTerrainRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
|
|
{
|
|
GFXStateBlock* sb = 0;
|
|
|
|
switch (blend)
|
|
{
|
|
case afxZodiacData::BLEND_ADDITIVE:
|
|
sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
|
|
break;
|
|
case afxZodiacData::BLEND_SUBTRACTIVE:
|
|
sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
|
|
break;
|
|
default: // afxZodiacData::BLEND_NORMAL:
|
|
sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
|
|
break;
|
|
}
|
|
|
|
return sb;
|
|
}
|
|
|
|
void afxZodiacTerrainRenderer::render(SceneRenderState* state)
|
|
{
|
|
PROFILE_SCOPE(afxRenderZodiacTerrainMgr_render);
|
|
|
|
// Early out if no terrain zodiacs to draw.
|
|
if (terrain_zodes.size() == 0)
|
|
return;
|
|
|
|
initShader();
|
|
if (!zodiac_shader)
|
|
return;
|
|
|
|
bool is_reflect_pass = state->isReflectPass();
|
|
|
|
// Automagically save & restore our viewport and transforms.
|
|
GFXTransformSaver saver;
|
|
|
|
MatrixF proj = GFX->getProjectionMatrix();
|
|
|
|
// Set up world transform
|
|
MatrixF world = GFX->getWorldMatrix();
|
|
proj.mul(world);
|
|
shader_consts->set(projection_sc, proj);
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
|
|
// RENDER EACH ZODIAC
|
|
//
|
|
for (S32 zz = 0; zz < terrain_zodes.size(); zz++)
|
|
{
|
|
TerrainZodiacElem& elem = terrain_zodes[zz];
|
|
|
|
TerrainBlock* block = (TerrainBlock*) elem.block;
|
|
|
|
afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
|
|
if (!zode)
|
|
continue;
|
|
|
|
if (is_reflect_pass)
|
|
{
|
|
if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
|
|
continue;
|
|
}
|
|
|
|
F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
|
|
if (fadebias < 0.01f)
|
|
continue;
|
|
|
|
F32 cos_ang = mCos(elem.ang);
|
|
F32 sin_ang = mSin(elem.ang);
|
|
|
|
GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
|
|
|
|
GFX->setShader(zodiac_shader->getShader());
|
|
GFX->setStateBlock(sb);
|
|
GFX->setShaderConstBuffer(shader_consts);
|
|
|
|
// set the texture
|
|
GFX->setTexture(0, *zode->txr);
|
|
LinearColorF zode_color = (LinearColorF)zode->color;
|
|
zode_color.alpha *= fadebias;
|
|
shader_consts->set(color_sc, zode_color);
|
|
|
|
Point3F half_size(zode->radius_xy,zode->radius_xy,zode->radius_xy);
|
|
|
|
F32 inv_radius = 1.0f/zode->radius_xy;
|
|
|
|
GFXPrimitive cell_prim;
|
|
GFXVertexBufferHandle<TerrVertex> cell_verts;
|
|
GFXPrimitiveBufferHandle primBuff;
|
|
elem.cell->getRenderPrimitive(&cell_prim, &cell_verts, &primBuff);
|
|
|
|
U32 n_nonskirt_tris = TerrCellSpy::getMinCellSize()*TerrCellSpy::getMinCellSize()*2;
|
|
|
|
const Point3F* verts = ((TerrCell*)elem.cell)->getZodiacVertexBuffer();
|
|
const U16 *tris = block->getZodiacPrimitiveBuffer();
|
|
if (!tris)
|
|
continue;
|
|
|
|
PrimBuild::begin(GFXTriangleList, 3*n_nonskirt_tris);
|
|
|
|
/////////////////////////////////
|
|
U32 n_overlapping_tris = 0;
|
|
U32 idx = 0;
|
|
for (U32 i = 0; i < n_nonskirt_tris; i++)
|
|
{
|
|
Point3F tri_v[3];
|
|
tri_v[0] = verts[tris[idx++]];
|
|
tri_v[1] = verts[tris[idx++]];
|
|
tri_v[2] = verts[tris[idx++]];
|
|
|
|
elem.mRenderObjToWorld.mulP(tri_v[0]);
|
|
elem.mRenderObjToWorld.mulP(tri_v[1]);
|
|
elem.mRenderObjToWorld.mulP(tri_v[2]);
|
|
|
|
if (!afxTriBoxOverlap2D(zode->pos, half_size, tri_v[0], tri_v[1], tri_v[2]))
|
|
continue;
|
|
|
|
n_overlapping_tris++;
|
|
|
|
for (U32 j = 0; j < 3; j++)
|
|
{
|
|
// compute UV
|
|
F32 u1 = (tri_v[j].x - zode->pos.x)*inv_radius;
|
|
F32 v1 = (tri_v[j].y - zode->pos.y)*inv_radius;
|
|
F32 ru1 = u1*cos_ang - v1*sin_ang;
|
|
F32 rv1 = u1*sin_ang + v1*cos_ang;
|
|
|
|
F32 uu = (ru1 + 1.0f)/2.0f;
|
|
F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
|
|
|
|
PrimBuild::texCoord2f(uu, vv);
|
|
PrimBuild::vertex3fv(tri_v[j]);
|
|
}
|
|
}
|
|
|
|
/////////////////////////////////
|
|
|
|
PrimBuild::end(false);
|
|
}
|
|
//
|
|
// RENDER EACH ZODIAC
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
|
|
}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|