mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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307 lines
12 KiB
C++
307 lines
12 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 _PRECIPITATION_H_
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#define _PRECIPITATION_H_
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#include "gfx/gfxDevice.h"
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#include "T3D/gameBase/gameBase.h"
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _RENDERPASSMANAGER_H_
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#include "renderInstance/renderPassManager.h"
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#endif
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#include "T3D/assets/ImageAsset.h"
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#include "T3D/assets/SoundAsset.h"
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//class SFXTrack;
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class SFXSource;
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//--------------------------------------------------------------------------
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/// Precipitation datablock.
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class PrecipitationData : public GameBaseData
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{
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typedef GameBaseData Parent;
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public:
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DECLARE_SOUNDASSET(PrecipitationData, Sound);
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DECLARE_SOUNDASSET_SETGET(PrecipitationData, Sound);
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DECLARE_IMAGEASSET(PrecipitationData, Drop, onDropChanged, GFXStaticTextureSRGBProfile); ///< Texture for drop particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Drop);
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StringTableEntry mDropShaderName; ///< The name of the shader used for raindrops
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DECLARE_IMAGEASSET(PrecipitationData, Splash, onSplashChanged, GFXStaticTextureSRGBProfile); ///< Texture for splash particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Splash);
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StringTableEntry mSplashShaderName; ///< The name of the shader used for raindrops
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S32 mDropsPerSide; ///< How many drops are on a side of the raindrop texture.
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S32 mSplashesPerSide; ///< How many splash are on a side of the splash texture.
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PrecipitationData();
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DECLARE_CONOBJECT(PrecipitationData);
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bool preload( bool server, String& errorStr );
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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void onDropChanged() {}
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void onSplashChanged() {}
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SFXProfile* getSFXProfile() {
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if (mSoundAsset.notNull())
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return mSoundAsset->getSfxProfile();
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else
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return NULL;
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}
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};
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struct Raindrop
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{
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F32 velocity; ///< How fast the drop is falling downwards
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Point3F position; ///< Position of the drop
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Point3F renderPosition; ///< Interpolated render-position of the drop
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F32 time; ///< Time into the turbulence function
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F32 mass; ///< Mass of drop used for how much turbulence/wind effects the drop
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U32 texCoordIndex; ///< Which piece of the material will be used
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bool toRender; ///< Don't want to render all drops, just the ones that pass a few tests
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bool valid; ///< Drop becomes invalid after hitting something. Just keep updating
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///< the position of it, but don't render until it hits the bottom
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///< of the renderbox and respawns
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Point3F hitPos; ///< Point at which the drop will collide with something
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U32 hitType; ///< What kind of object the drop will hit
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Raindrop *nextSplashDrop; ///< Linked list cruft for easily adding/removing stuff from the splash list
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Raindrop *prevSplashDrop; ///< Same as next but previous!
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SimTime animStartTime; ///< Animation time tracker
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Raindrop* next; ///< linked list cruft
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Raindrop()
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{
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velocity = 0;
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time = 0;
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mass = 1;
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texCoordIndex = 0;
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next = NULL;
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toRender = false;
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valid = true;
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nextSplashDrop = NULL;
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prevSplashDrop = NULL;
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animStartTime = 0;
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hitType = 0;
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hitPos = Point3F(0,0,0);
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}
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};
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//--------------------------------------------------------------------------
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class Precipitation : public GameBase
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{
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protected:
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typedef GameBase Parent;
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PrecipitationData* mDataBlock;
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Raindrop *mDropHead; ///< Drop linked list head
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Raindrop *mSplashHead; ///< Splash linked list head
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Point2F* mTexCoords; ///< texture coords for rain texture
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Point2F* mSplashCoords; ///< texture coordinates for splash texture
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SFXSource* mAmbientSound; ///< Ambient sound
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GFXShaderRef mDropShader; ///< The shader used for raindrops
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GFXTexHandle mDropHandle; ///< Texture handle for raindrop
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GFXShaderRef mSplashShader; ///< The shader used for splashes
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GFXTexHandle mSplashHandle; ///< Texture handle for splash
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U32 mLastRenderFrame; ///< Used to skip processTick when we haven't been visible.
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U32 mDropHitMask; ///< Stores the current drop hit mask.
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//console exposed variables
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bool mFollowCam; ///< Does the system follow the camera or stay where it's placed.
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F32 mDropSize; ///< Droplet billboard size
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F32 mSplashSize; ///< Splash billboard size
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bool mUseTrueBillboards; ///< True to use true billboards, false for axis-aligned billboards
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S32 mSplashMS; ///< How long in milliseconds a splash will last
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bool mAnimateSplashes; ///< Animate the splashes using the frames in the texture.
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S32 mDropAnimateMS; ///< If greater than zero, will animate the drops from
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///< the frames in the texture
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S32 mNumDrops; ///< Number of drops in the scene
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F32 mPercentage; ///< Server-side set var (NOT exposed to console)
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///< which controls how many drops are present [0,1]
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F32 mMinSpeed; ///< Minimum downward speed of drops
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F32 mMaxSpeed; ///< Maximum downward speed of drops
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F32 mMinMass; ///< Minimum mass of drops
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F32 mMaxMass; ///< Maximum mass of drops
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F32 mBoxWidth; ///< How far away in the x and y directions drops will render
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F32 mBoxHeight; ///< How high drops will render
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F32 mMaxTurbulence; ///< Coefficient to sin/cos for adding turbulence
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F32 mTurbulenceSpeed; ///< How fast the turbulence wraps in a circle
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bool mUseTurbulence; ///< Whether to use turbulence or not (MAY EFFECT PERFORMANCE)
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bool mUseLighting; ///< This enables shading of the drops and splashes
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///< by the sun color.
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LinearColorF mGlowIntensity; ///< Set it to 0 to disable the glow or use it to control
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///< the intensity of each channel.
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bool mReflect; ///< This enables the precipitation to be rendered
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///< during reflection passes. This is expensive.
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bool mUseWind; ///< This enables the wind from the sky SceneObject
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///< to effect the velocitiy of the drops.
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bool mRotateWithCamVel; ///< Rotate the drops relative to the camera velocity
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///< This is useful for "streak" type drops
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bool mDoCollision; ///< Whether or not to do collision
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bool mDropHitPlayers; ///< Should drops collide with players
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bool mDropHitVehicles; ///< Should drops collide with vehicles
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F32 mFadeDistance; ///< The distance at which fading of the particles begins.
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F32 mFadeDistanceEnd; ///< The distance at which fading of the particles ends.
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U32 mMaxVBDrops; ///< The maximum drops allowed in one render batch.
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GFXStateBlockRef mDefaultSB;
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GFXStateBlockRef mDistantSB;
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GFXShaderConstBufferRef mDropShaderConsts;
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GFXShaderConstHandle* mDropShaderModelViewSC;
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GFXShaderConstHandle* mDropShaderFadeStartEndSC;
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GFXShaderConstHandle* mDropShaderCameraPosSC;
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GFXShaderConstHandle* mDropShaderAmbientSC;
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GFXShaderConstBufferRef mSplashShaderConsts;
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GFXShaderConstHandle* mSplashShaderModelViewSC;
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GFXShaderConstHandle* mSplashShaderFadeStartEndSC;
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GFXShaderConstHandle* mSplashShaderCameraPosSC;
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GFXShaderConstHandle* mSplashShaderAmbientSC;
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struct
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{
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bool valid;
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U32 startTime;
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U32 totalTime;
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F32 startPct;
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F32 endPct;
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} mStormData;
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struct
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{
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bool valid;
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U32 startTime;
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U32 totalTime;
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F32 startMax;
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F32 startSpeed;
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F32 endMax;
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F32 endSpeed;
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} mTurbulenceData;
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//other functions...
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void processTick(const Move*);
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void interpolateTick(F32 delta);
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VectorF getWindVelocity();
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void fillDropList(); ///< Adds/removes drops from the list to have the right # of drops
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void killDropList(); ///< Deletes the entire drop list
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void initRenderObjects(); ///< Re-inits the texture coord lookup tables
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void initMaterials(); ///< Re-inits the textures and shaders
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void spawnDrop(Raindrop *drop); ///< Fills drop info with random velocity, x/y positions, and mass
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void spawnNewDrop(Raindrop *drop); ///< Same as spawnDrop except also does z position
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void findDropCutoff(Raindrop *drop, const Box3F &box, const VectorF &windVel); ///< Casts a ray to see if/when a drop will collide
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void wrapDrop(Raindrop *drop, const Box3F &box, const U32 currTime, const VectorF &windVel); ///< Wraps a drop within the specified box
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void createSplash(Raindrop *drop); ///< Adds a drop to the splash list
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void destroySplash(Raindrop *drop); ///< Removes a drop from the splash list
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GFXPrimitiveBufferHandle mRainIB;
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GFXVertexBufferHandle<GFXVertexPCT> mRainVB;
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bool onAdd();
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void onRemove();
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// Rendering
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void prepRenderImage( SceneRenderState* state );
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void renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* );
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void setTransform(const MatrixF &mat);
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public:
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Precipitation();
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~Precipitation();
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void inspectPostApply();
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enum
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{
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DataMask = Parent::NextFreeMask << 0,
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PercentageMask = Parent::NextFreeMask << 1,
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StormMask = Parent::NextFreeMask << 2,
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TransformMask = Parent::NextFreeMask << 3,
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TurbulenceMask = Parent::NextFreeMask << 4,
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NextFreeMask = Parent::NextFreeMask << 5
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};
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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DECLARE_CONOBJECT(Precipitation);
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static void initPersistFields();
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U32 packUpdate(NetConnection*, U32 mask, BitStream* stream);
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void unpackUpdate(NetConnection*, BitStream* stream);
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void setPercentage(F32 pct);
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void modifyStorm(F32 pct, U32 ms);
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/// This is used to smoothly change the turbulence
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/// over a desired time period. Setting ms to zero
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/// will cause the change to be instantaneous. Setting
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/// max zero will disable turbulence.
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void setTurbulence(F32 max, F32 speed, U32 ms);
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};
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#endif // PRECIPITATION_H_
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