mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
** do note changing the value does require nudging a mesh and/or a level reload to kick in at time of writing for visual feedback.
351 lines
10 KiB
C++
351 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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#include "platform/platform.h"
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#include "T3D/accumulationVolume.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/sim/debugDraw.h"
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#include "util/tempAlloc.h"
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#include "materials/materialDefinition.h"
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#include "materials/materialManager.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/matInstance.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "gfx/gfxDevice.h"
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#include "console/console.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxTextureHandle.h"
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#include "scene/sceneContainer.h"
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#include "math/mPolyhedron.impl.h"
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Vector< SimObjectPtr<SceneObject> > AccumulationVolume::smAccuObjects;
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Vector< SimObjectPtr<AccumulationVolume> > AccumulationVolume::smAccuVolumes;
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GFXTexHandle gLevelAccuMap;
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//#define DEBUG_DRAW
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IMPLEMENT_CO_NETOBJECT_V1( AccumulationVolume );
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ConsoleDocClass( AccumulationVolume,
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"@brief An invisible shape that allow objects within it to have an accumulation map.\n\n"
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"AccumulationVolume is used to add additional realism to a scene. It's main use is in outdoor scenes "
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" where objects could benefit from overlaying environment accumulation textures such as sand, snow, etc.\n\n"
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"Objects within the volume must have accumulation enabled in their material. \n\n"
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"@ingroup enviroMisc"
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);
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//-----------------------------------------------------------------------------
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AccumulationVolume::AccumulationVolume()
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: mTransformDirty( true ),
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mSilhouetteExtractor( mPolyhedron )
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{
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VECTOR_SET_ASSOCIATION( mWSPoints );
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VECTOR_SET_ASSOCIATION( mVolumeQueryList );
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//mObjectFlags.set( VisualOccluderFlag );
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mNetFlags.set( Ghostable | ScopeAlways );
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mObjScale.set( 1.f, 1.f, 1.f );
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mObjBox.set(
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Point3F( -0.5f, -0.5f, -0.5f ),
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Point3F( 0.5f, 0.5f, 0.5f )
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);
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mObjToWorld.identity();
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mWorldToObj.identity();
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// Accumulation Texture.
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mTextureName = "";
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mAccuTexture = NULL;
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resetWorldBox();
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}
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AccumulationVolume::~AccumulationVolume()
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{
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mAccuTexture = NULL;
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}
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void AccumulationVolume::initPersistFields()
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{
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addProtectedField( "texture", TypeStringFilename, Offset( mTextureName, AccumulationVolume ),
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&_setTexture, &defaultProtectedGetFn, "Accumulation texture." );
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::consoleInit()
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{
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// Disable rendering of occlusion volumes by default.
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getStaticClassRep()->mIsRenderEnabled = false;
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}
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//-----------------------------------------------------------------------------
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bool AccumulationVolume::onAdd()
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{
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if( !Parent::onAdd() )
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return false;
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// Prepare some client side things.
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if ( isClientObject() )
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{
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smAccuVolumes.push_back(this);
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refreshVolumes();
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}
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// Set up the silhouette extractor.
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mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron );
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return true;
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}
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void AccumulationVolume::onRemove()
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{
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if ( isClientObject() )
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{
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smAccuVolumes.remove(this);
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refreshVolumes();
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}
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Parent::onRemove();
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
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{
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Parent::_renderObject( ri, state, overrideMat );
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#ifdef DEBUG_DRAW
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if( state->isDiffusePass() )
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DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() );
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#endif
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::setTransform( const MatrixF& mat )
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{
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Parent::setTransform( mat );
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mTransformDirty = true;
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refreshVolumes();
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints )
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{
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// Extract the silhouette of the polyhedron. This works differently
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// depending on whether we project orthogonally or in perspective.
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TempAlloc< U32 > indices( mPolyhedron.getNumPoints() );
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U32 numPoints;
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if( cameraState.getFrustum().isOrtho() )
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{
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// Transform the view direction into object space.
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Point3F osViewDir;
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getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir );
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// And extract the silhouette.
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SilhouetteExtractorOrtho< PolyhedronType > extractor( mPolyhedron );
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numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size );
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}
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else
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{
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// Create a transform to go from view space to object space.
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MatrixF camView( true );
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camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) );
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camView.mul( getRenderWorldTransform() );
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camView.mul( cameraState.getViewWorldMatrix() );
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// Do a perspective-correct silhouette extraction.
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numPoints = mSilhouetteExtractor.extractSilhouette(
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camView,
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indices, indices.size );
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}
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// If we haven't yet, transform the polyhedron's points
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// to world space.
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if( mTransformDirty )
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{
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const U32 numPoints = mPolyhedron.getNumPoints();
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const PolyhedronType::PointType* points = getPolyhedron().getPoints();
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mWSPoints.setSize( numPoints );
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for( U32 i = 0; i < numPoints; ++ i )
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{
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Point3F p = points[ i ];
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p.convolve( getScale() );
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getTransform().mulP( p, &mWSPoints[ i ] );
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}
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mTransformDirty = false;
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}
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// Now store the points.
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outPoints.setSize( numPoints );
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for( U32 i = 0; i < numPoints; ++ i )
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outPoints[ i ] = mWSPoints[ indices[ i ] ];
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}
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//-----------------------------------------------------------------------------
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U32 AccumulationVolume::packUpdate( NetConnection *connection, U32 mask, BitStream *stream )
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{
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U32 retMask = Parent::packUpdate( connection, mask, stream );
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if (stream->writeFlag(mask & InitialUpdateMask))
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{
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stream->write( mTextureName );
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}
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return retMask;
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}
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void AccumulationVolume::unpackUpdate( NetConnection *connection, BitStream *stream )
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{
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Parent::unpackUpdate( connection, stream );
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if (stream->readFlag())
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{
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stream->read( &mTextureName );
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setTexture(mTextureName);
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}
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}
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//-----------------------------------------------------------------------------
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void AccumulationVolume::inspectPostApply()
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{
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Parent::inspectPostApply();
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setMaskBits(U32(-1) );
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}
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void AccumulationVolume::setTexture( const String& name )
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{
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mTextureName = name;
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if ( isClientObject() && mTextureName.isNotEmpty() )
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{
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mAccuTexture.set(mTextureName, &GFXDefaultStaticDiffuseProfile, "AccumulationVolume::mAccuTexture");
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if ( mAccuTexture.isNull() )
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Con::warnf( "AccumulationVolume::setTexture - Unable to load texture: %s", mTextureName.c_str() );
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}
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refreshVolumes();
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}
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//-----------------------------------------------------------------------------
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// Static Functions
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//-----------------------------------------------------------------------------
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bool AccumulationVolume::_setTexture( void *object, const char *index, const char *data )
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{
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AccumulationVolume* volume = reinterpret_cast< AccumulationVolume* >( object );
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volume->setTexture( data );
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return false;
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}
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void AccumulationVolume::refreshVolumes()
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{
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// This function tests each accumulation object to
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// see if it's within the bounds of an accumulation
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// volume. If so, it will pass on the accumulation
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// texture of the volume to the object.
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// This function should only be called when something
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// global like change of volume or material occurs.
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// Clear old data.
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for (S32 n = 0; n < smAccuObjects.size(); ++n)
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{
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SimObjectPtr<SceneObject> object = smAccuObjects[n];
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if ( object.isValid() )
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object->mAccuTex = gLevelAccuMap;
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}
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//
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for (S32 i = 0; i < smAccuVolumes.size(); ++i)
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{
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SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
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if ( volume.isNull() ) continue;
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for (S32 n = 0; n < smAccuObjects.size(); ++n)
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{
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SimObjectPtr<SceneObject> object = smAccuObjects[n];
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if ( object.isNull() ) continue;
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if ( volume->containsPoint(object->getPosition()) )
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object->mAccuTex = volume->mAccuTexture;
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}
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}
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}
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// Accumulation Object Management.
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void AccumulationVolume::addObject(SimObjectPtr<SceneObject> object)
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{
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smAccuObjects.push_back(object);
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refreshVolumes();
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}
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void AccumulationVolume::removeObject(SimObjectPtr<SceneObject> object)
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{
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smAccuObjects.remove(object);
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refreshVolumes();
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}
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void AccumulationVolume::updateObject(SceneObject* object)
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{
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// This function is called when an individual object
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// has been moved. Tests to see if it's in any of the
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// accumulation volumes.
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// We use ZERO instead of NULL so the accumulation
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// texture will be updated in renderMeshMgr.
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object->mAccuTex = gLevelAccuMap;
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for (S32 i = 0; i < smAccuVolumes.size(); ++i)
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{
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SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
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if ( volume.isNull() ) continue;
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if ( volume->containsPoint(object->getPosition()) )
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object->mAccuTex = volume->mAccuTexture;
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}
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} |