mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Swapped the water's disableTrueReflections variable to be enableTrueReflections for simplicity and consistency(also fixed a persistent typo) Swapped disableVerticalSync to be enableVerticalSync for simplicity and consistency Swapped disableParallaxMapping to be enableParallaxMapping for simplicity and consistency Fix click detection on slider mode entries for guiGameSettingsCtrl so the click position correctly matches the percentage Fixed problem where postFX initialization would always exec default.postfxpreset.tscript, even if a level's got it's own preset, which can cause problems Fixed range field type behavior so that editing the values applies in real time, and also consistently applies between slider and text field
328 lines
10 KiB
C++
328 lines
10 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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#ifndef _WATEROBJECT_H_
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#define _WATEROBJECT_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _GFXSTRUCTS_H_
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#include "gfx/gfxStructs.h"
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#endif
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#ifndef _FOGSTRUCTS_H_
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#include "scene/fogStructs.h"
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#endif
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#ifndef _GFXSTATEBLOCK_H_
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#include "gfx/gfxStateBlock.h"
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#endif
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#ifndef _REFLECTOR_H_
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#include "scene/reflector.h"
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#endif
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#ifndef _ALIGNEDARRAY_H_
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#include "core/util/tAlignedArray.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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#include "T3D/assets/ImageAsset.h"
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GFXDeclareVertexFormat( GFXWaterVertex )
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{
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Point3F point;
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Point3F normal;
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Point2F undulateData;
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Point4F horizonFactor;
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};
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class MaterialParameterHandle;
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class BaseMatInstance;
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class ShaderData;
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class MatrixSet;
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struct WaterMatParams
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{
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MaterialParameterHandle* mRippleMatSC;
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MaterialParameterHandle* mRippleDirSC;
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MaterialParameterHandle* mRippleTexScaleSC;
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MaterialParameterHandle* mRippleSpeedSC;
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MaterialParameterHandle* mRippleMagnitudeSC;
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MaterialParameterHandle* mFoamDirSC;
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MaterialParameterHandle* mFoamTexScaleSC;
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MaterialParameterHandle* mFoamOpacitySC;
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MaterialParameterHandle* mFoamSpeedSC;
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MaterialParameterHandle* mWaveDirSC;
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MaterialParameterHandle* mWaveDataSC;
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MaterialParameterHandle* mReflectTexSizeSC;
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MaterialParameterHandle* mBaseColorSC;
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MaterialParameterHandle* mMiscParamsSC;
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MaterialParameterHandle* mReflectParamsSC;
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MaterialParameterHandle* mReflectNormalSC;
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MaterialParameterHandle* mHorizonPositionSC;
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MaterialParameterHandle* mFogParamsSC;
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MaterialParameterHandle* mMoreFogParamsSC;
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MaterialParameterHandle* mFarPlaneDistSC;
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MaterialParameterHandle* mWetnessParamsSC;
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MaterialParameterHandle* mDistortionParamsSC;
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MaterialParameterHandle* mUndulateMaxDistSC;
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MaterialParameterHandle* mAmbientColorSC;
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MaterialParameterHandle* mLightDirSC;
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MaterialParameterHandle* mFoamParamsSC;
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MaterialParameterHandle* mGridElementSizeSC;
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MaterialParameterHandle* mElapsedTimeSC;
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MaterialParameterHandle* mModelMatSC;
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MaterialParameterHandle* mFoamSamplerSC;
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MaterialParameterHandle* mRippleSamplerSC;
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MaterialParameterHandle* mCubemapSamplerSC;
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MaterialParameterHandle* mSpecularParamsSC;
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MaterialParameterHandle* mDepthGradMaxSC;
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MaterialParameterHandle* mReflectivitySC;
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MaterialParameterHandle* mDepthGradSamplerSC;
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void clear();
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void init(BaseMatInstance* matInst);
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};
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class GFXOcclusionQuery;
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class PostEffect;
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class CubemapData;
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//-------------------------------------------------------------------------
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// WaterObject Class
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//-------------------------------------------------------------------------
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class WaterObject : public SceneObject
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{
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typedef SceneObject Parent;
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protected:
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enum MaskBits {
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UpdateMask = Parent::NextFreeMask << 0,
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WaveMask = Parent::NextFreeMask << 1,
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MaterialMask = Parent::NextFreeMask << 2,
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TextureMask = Parent::NextFreeMask << 3,
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SoundMask = Parent::NextFreeMask << 4,
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NextFreeMask = Parent::NextFreeMask << 5
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};
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enum consts {
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MAX_WAVES = 3,
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MAX_FOAM = 2,
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NUM_ANIM_FRAMES = 32,
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};
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enum MaterialType
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{
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WaterMat = 0,
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UnderWaterMat,
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BasicWaterMat,
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BasicUnderWaterMat,
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NumMatTypes
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};
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public:
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WaterObject();
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virtual ~WaterObject();
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DECLARE_CONOBJECT( WaterObject );
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// ConsoleObject
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static void consoleInit();
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static void initPersistFields();
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// SimObject
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virtual bool onAdd();
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virtual void onRemove();
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virtual void inspectPostApply();
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virtual bool processArguments(S32 argc, ConsoleValue *argv);
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// NetObject
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virtual U32 packUpdate( NetConnection * conn, U32 mask, BitStream *stream );
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virtual void unpackUpdate( NetConnection * conn, BitStream *stream );
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// SceneObject
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virtual void prepRenderImage( SceneRenderState *state );
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virtual void renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
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virtual SFXAmbience* getSoundAmbience() const { return mSoundAmbience; }
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virtual bool containsPoint( const Point3F& point ) { return isUnderwater( point ); }
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// WaterObject
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virtual F32 getViscosity() const { return mViscosity; }
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virtual F32 getDensity() const { return mDensity; }
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virtual F32 getSurfaceHeight( const Point2F &pos ) const { return 0.0f; };
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virtual const char* getLiquidType() const { return mLiquidType; }
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virtual F32 getWaterCoverage( const Box3F &worldBox ) const { return 0.0f; }
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virtual VectorF getFlow( const Point3F &pos ) const { return Point3F::Zero; }
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virtual void updateUnderwaterEffect( SceneRenderState *state );
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virtual bool isUnderwater( const Point3F &pnt ) const { return false; }
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protected:
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virtual void setShaderXForms( BaseMatInstance *mat ) {};
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virtual void setupVBIB() {};
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virtual void innerRender( SceneRenderState *state ) {};
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virtual void setCustomTextures( S32 matIdx, U32 pass, const WaterMatParams ¶mHandles );
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void drawUnderwaterFilter( SceneRenderState *state );
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virtual void setShaderParams( SceneRenderState *state, BaseMatInstance *mat, const WaterMatParams ¶mHandles );
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PostEffect* getUnderwaterEffect();
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bool initMaterial( S32 idx );
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void cleanupMaterials();
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S32 getMaterialIndex( const Point3F &camPos );
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void initTextures();
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virtual void _getWaterPlane( const Point3F &camPos, PlaneF &outPlane, Point3F &outPos ) {}
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/// Callback used internally when smEnableTrueReflections changes.
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void _onEnableTrueReflections();
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void onRippleTexChanged() {}
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void onFoamTexChanged() {}
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void onDepthGradientTexChanged() {}
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protected:
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static bool _setFullReflect( void *object, const char *index, const char *data );
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static bool _checkDensity(void *object, const char *index, const char *data);
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// WaterObject
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F32 mViscosity;
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F32 mDensity;
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String mLiquidType;
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F32 mFresnelBias;
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F32 mFresnelPower;
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F32 mSpecularPower;
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LinearColorF mSpecularColor;
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bool mEmissive;
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// Reflection
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bool mFullReflect;
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PlaneReflector mPlaneReflector;
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ReflectorDesc mReflectorDesc;
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PlaneF mWaterPlane;
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Point3F mWaterPos;
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bool mReflectNormalUp;
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F32 mReflectivity;
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// Water Fogging
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WaterFogData mWaterFogData;
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// Distortion
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F32 mDistortStartDist;
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F32 mDistortEndDist;
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F32 mDistortFullDepth;
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// Ripples
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Point2F mRippleDir[ MAX_WAVES ];
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F32 mRippleSpeed[ MAX_WAVES ];
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Point2F mRippleTexScale[ MAX_WAVES ];
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F32 mRippleMagnitude[ MAX_WAVES ];
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F32 mOverallRippleMagnitude;
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// Waves
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Point2F mWaveDir[ MAX_WAVES ];
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F32 mWaveSpeed[ MAX_WAVES ];
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F32 mWaveMagnitude[ MAX_WAVES ];
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F32 mOverallWaveMagnitude;
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// Foam
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Point2F mFoamDir[ MAX_WAVES ];
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F32 mFoamSpeed[ MAX_WAVES ];
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Point2F mFoamTexScale[ MAX_WAVES ];
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F32 mFoamOpacity[ MAX_WAVES ];
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F32 mOverallFoamOpacity;
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F32 mFoamMaxDepth;
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F32 mFoamAmbientLerp;
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F32 mFoamRippleInfluence;
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// Basic Lighting
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F32 mClarity;
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ColorI mUnderwaterColor;
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// Misc
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F32 mDepthGradientMax;
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// Other textures
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DECLARE_IMAGEASSET(WaterObject, RippleTex, onRippleTexChanged, GFXStaticTextureProfile);
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DECLARE_ASSET_NET_SETGET(WaterObject, RippleTex, TextureMask);
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DECLARE_IMAGEASSET(WaterObject, FoamTex, onFoamTexChanged, GFXStaticTextureSRGBProfile);
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DECLARE_ASSET_NET_SETGET(WaterObject, FoamTex, TextureMask);
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DECLARE_IMAGEASSET(WaterObject, DepthGradientTex, onDepthGradientTexChanged, GFXStaticTextureSRGBProfile);
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DECLARE_ASSET_NET_SETGET(WaterObject, DepthGradientTex, TextureMask);
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StringTableEntry mCubemapName;
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// Sound
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SFXAmbience* mSoundAmbience;
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// Not fields...
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/// Defined here and sent to the shader in WaterCommon::setShaderParams
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/// but needs to be initialized in child classes prior to that call.
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F32 mUndulateMaxDist;
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/// Defined in WaterCommon but set and used by child classes.
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/// If true will refuse to render a reflection even if called from
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/// the ReflectionManager, is set true if occlusion query is enabled and
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/// it determines it is occluded.
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//bool mSkipReflectUpdate;
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/// Derived classes can set this value prior to calling Parent::setShaderConst
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/// to pass it into the shader miscParam.w
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F32 mMiscParamW;
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SimObjectPtr<PostEffect> mUnderwaterPostFx;
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/// A global for enabling wireframe rendering
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/// on all water objects.
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static bool smWireframe;
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/// Force all water objects to use static cubemap reflections
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static bool smEnableTrueReflections;
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// Rendering
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bool mBasicLighting;
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//U32 mRenderUpdateCount;
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//U32 mReflectUpdateCount;
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bool mGenerateVB;
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String mSurfMatName[NumMatTypes];
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BaseMatInstance* mMatInstances[NumMatTypes];
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WaterMatParams mMatParamHandles[NumMatTypes];
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bool mUnderwater;
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GFXStateBlockRef mUnderwaterSB;
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CubemapData *mCubemap;
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MatrixSet *mMatrixSet;
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NamedTexTarget mNamedDepthGradTex;
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};
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#endif // _WATEROBJECT_H_
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