mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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154 lines
5 KiB
C++
154 lines
5 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 _WATERBLOCK_H_
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#define _WATERBLOCK_H_
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#ifndef _GAMEBASE_H_
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#include "T3D/gameBase/gameBase.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _SCENEDATA_H_
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#include "materials/sceneData.h"
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#endif
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#ifndef _MATINSTANCE_H_
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#include "materials/matInstance.h"
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#endif
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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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#ifndef _WATEROBJECT_H_
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#include "waterObject.h"
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#endif
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//*****************************************************************************
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// WaterBlock
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//*****************************************************************************
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class WaterBlock : public WaterObject
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{
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typedef WaterObject Parent;
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public:
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// LEGACY support
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enum EWaterType
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{
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eWater = 0,
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eOceanWater = 1,
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eRiverWater = 2,
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eStagnantWater = 3,
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eLava = 4,
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eHotLava = 5,
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eCrustyLava = 6,
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eQuicksand = 7,
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};
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private:
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enum MaskBits {
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UpdateMask = Parent::NextFreeMask,
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NextFreeMask = Parent::NextFreeMask << 1
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};
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// vertex / index buffers
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Vector< GFXVertexBufferHandle<GFXWaterVertex>* > mVertBuffList;
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Vector<GFXPrimitiveBufferHandle*> mPrimBuffList;
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GFXVertexBufferHandle<GFXVertexPC> mRadialVertBuff;
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GFXPrimitiveBufferHandle mRadialPrimBuff;
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// misc
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F32 mGridElementSize;
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U32 mWidth;
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U32 mHeight;
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F32 mElapsedTime;
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GFXTexHandle mBumpTex;
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bool mGenerateVB;
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// reflect plane
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//ReflectPlane mReflectPlane;
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//Point3F mReflectPlaneWorldPos;
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GFXTexHandle mReflectTex;
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// Stateblocks
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GFXStateBlockRef mUnderwaterSB;
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void setupVertexBlock( U32 width, U32 height, U32 rowOffset );
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void setupPrimitiveBlock( U32 width, U32 height );
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void setMultiPassProjection();
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void clearVertBuffers();
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static bool setGridSizeProperty( void *object, const char *index, const char *data );
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protected:
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//-------------------------------------------------------
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// Standard engine functions
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//-------------------------------------------------------
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bool onAdd();
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void onRemove();
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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public:
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WaterBlock();
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virtual ~WaterBlock();
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DECLARE_CONOBJECT(WaterBlock);
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static void initPersistFields();
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void onStaticModified( const char* slotName, const char*newValue = NULL );
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virtual void inspectPostApply();
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virtual void setTransform( const MatrixF & mat );
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virtual void setScale( const Point3F &scale );
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virtual bool buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere );
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// WaterObject
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virtual F32 getWaterCoverage( const Box3F &worldBox ) const;
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virtual F32 getSurfaceHeight( const Point2F &pos ) const;
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virtual bool isUnderwater( const Point3F &pnt ) const;
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// WaterBlock
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bool isPointSubmerged ( const Point3F &pos, bool worldSpace = true ) const{ return true; }
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// SceneObject.
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virtual F32 distanceTo( const Point3F& pos ) const;
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protected:
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// WaterObject
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virtual void setShaderParams( SceneRenderState *state, BaseMatInstance *mat, const WaterMatParams ¶mHandles );
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virtual SceneData setupSceneGraphInfo( SceneRenderState *state );
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virtual void setupVBIB();
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virtual void innerRender( SceneRenderState *state );
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virtual void _getWaterPlane( const Point3F &camPos, PlaneF &outPlane, Point3F &outPos );
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};
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#endif // _WATERBLOCK_H_
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