Torque3D/Engine/source/T3D/examples/renderObjectExample.h
2012-09-19 11:15:01 -04:00

136 lines
5.7 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.
//-----------------------------------------------------------------------------
#ifndef _RENDEROBJECTEXAMPLE_H_
#define _RENDEROBJECTEXAMPLE_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
class BaseMatInstance;
//-----------------------------------------------------------------------------
// This class implements a basic SceneObject that can exist in the world at a
// 3D position and render itself. Note that RenderObjectExample handles its own
// rendering by submitting itself as an ObjectRenderInst (see
// renderInstance\renderPassmanager.h) along with a delegate for its render()
// function. However, the preffered rendering method in the engine is to submit
// a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and
// transform and allow the RenderMeshMgr handle the actual rendering. You can
// see this implemented in RenderMeshExample.
//-----------------------------------------------------------------------------
class RenderObjectExample : public SceneObject
{
typedef SceneObject Parent;
// Networking masks
// We need to implement at least one of these to allow
// the client version of the object to receive updates
// from the server version (like if it has been moved
// or edited)
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
NextFreeMask = Parent::NextFreeMask << 1
};
//--------------------------------------------------------------------------
// Rendering variables
//--------------------------------------------------------------------------
// Define our vertex format here so we don't have to
// change it in multiple spots later
typedef GFXVertexPCN VertexType;
// The handles for our StateBlocks
GFXStateBlockRef mNormalSB;
GFXStateBlockRef mReflectSB;
// The GFX vertex and primitive buffers
GFXVertexBufferHandle< VertexType > mVertexBuffer;
public:
RenderObjectExample();
virtual ~RenderObjectExample();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(RenderObjectExample);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
// Override this so that we can dirty the network flag when it is called
void setTransform( const MatrixF &mat );
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate( NetConnection *conn, BitStream *stream );
//--------------------------------------------------------------------------
// Object Rendering
// Torque utilizes a "batch" rendering system. This means that it builds a
// list of objects that need to render (via RenderInst's) and then renders
// them all in one batch. This allows it to optimized on things like
// minimizing texture, state, and shader switching by grouping objects that
// use the same Materials. For this example, however, we are just going to
// get this object added to the list of objects that handle their own
// rendering.
//--------------------------------------------------------------------------
// Create the geometry for rendering
void createGeometry();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage( SceneRenderState *state );
// This is the function that actually gets called to do the rendering
// Note that there is no longer a predefined name for this function.
// Instead, when we submit our ObjectRenderInst in prepRenderImage(),
// we bind this function as our rendering delegate function
void render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
};
#endif // _RENDEROBJECTEXAMPLE_H_