Torque3D/Engine/source/environment/waterObject.h
marauder2k7 73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00

322 lines
9.9 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 _WATEROBJECT_H_
#define _WATEROBJECT_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXSTRUCTS_H_
#include "gfx/gfxStructs.h"
#endif
#ifndef _FOGSTRUCTS_H_
#include "scene/fogStructs.h"
#endif
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
#ifndef _REFLECTOR_H_
#include "scene/reflector.h"
#endif
#ifndef _ALIGNEDARRAY_H_
#include "core/util/tAlignedArray.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#include "T3D/assets/ImageAsset.h"
GFXDeclareVertexFormat( GFXWaterVertex )
{
Point3F point;
Point3F normal;
Point2F undulateData;
Point4F horizonFactor;
};
class MaterialParameterHandle;
class BaseMatInstance;
class ShaderData;
class MatrixSet;
struct WaterMatParams
{
MaterialParameterHandle* mRippleMatSC;
MaterialParameterHandle* mRippleDirSC;
MaterialParameterHandle* mRippleTexScaleSC;
MaterialParameterHandle* mRippleSpeedSC;
MaterialParameterHandle* mRippleMagnitudeSC;
MaterialParameterHandle* mFoamDirSC;
MaterialParameterHandle* mFoamTexScaleSC;
MaterialParameterHandle* mFoamOpacitySC;
MaterialParameterHandle* mFoamSpeedSC;
MaterialParameterHandle* mWaveDirSC;
MaterialParameterHandle* mWaveDataSC;
MaterialParameterHandle* mReflectTexSizeSC;
MaterialParameterHandle* mBaseColorSC;
MaterialParameterHandle* mMiscParamsSC;
MaterialParameterHandle* mReflectParamsSC;
MaterialParameterHandle* mReflectNormalSC;
MaterialParameterHandle* mHorizonPositionSC;
MaterialParameterHandle* mFogParamsSC;
MaterialParameterHandle* mMoreFogParamsSC;
MaterialParameterHandle* mFarPlaneDistSC;
MaterialParameterHandle* mWetnessParamsSC;
MaterialParameterHandle* mDistortionParamsSC;
MaterialParameterHandle* mUndulateMaxDistSC;
MaterialParameterHandle* mAmbientColorSC;
MaterialParameterHandle* mLightDirSC;
MaterialParameterHandle* mFoamParamsSC;
MaterialParameterHandle* mGridElementSizeSC;
MaterialParameterHandle* mElapsedTimeSC;
MaterialParameterHandle* mModelMatSC;
MaterialParameterHandle* mFoamSamplerSC;
MaterialParameterHandle* mRippleSamplerSC;
MaterialParameterHandle* mCubemapSamplerSC;
MaterialParameterHandle* mSpecularParamsSC;
MaterialParameterHandle* mDepthGradMaxSC;
MaterialParameterHandle* mReflectivitySC;
MaterialParameterHandle* mDepthGradSamplerSC;
void clear();
void init(BaseMatInstance* matInst);
};
class GFXOcclusionQuery;
class PostEffect;
class CubemapData;
//-------------------------------------------------------------------------
// WaterObject Class
//-------------------------------------------------------------------------
class WaterObject : public SceneObject
{
typedef SceneObject Parent;
protected:
enum MaskBits {
UpdateMask = Parent::NextFreeMask << 0,
WaveMask = Parent::NextFreeMask << 1,
MaterialMask = Parent::NextFreeMask << 2,
TextureMask = Parent::NextFreeMask << 3,
SoundMask = Parent::NextFreeMask << 4,
NextFreeMask = Parent::NextFreeMask << 5
};
enum consts {
MAX_WAVES = 3,
MAX_FOAM = 2,
NUM_ANIM_FRAMES = 32,
};
enum MaterialType
{
WaterMat = 0,
UnderWaterMat,
BasicWaterMat,
BasicUnderWaterMat,
NumMatTypes
};
public:
WaterObject();
virtual ~WaterObject();
DECLARE_CONOBJECT( WaterObject );
DECLARE_CATEGORY("Environment \t Water");
// ConsoleObject
static void consoleInit();
static void initPersistFields();
// SimObject
bool onAdd() override;
void onRemove() override;
void inspectPostApply() override;
bool processArguments(S32 argc, ConsoleValue *argv) override;
// NetObject
U32 packUpdate( NetConnection * conn, U32 mask, BitStream *stream ) override;
void unpackUpdate( NetConnection * conn, BitStream *stream ) override;
// SceneObject
void prepRenderImage( SceneRenderState *state ) override;
virtual void renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
SFXAmbience* getSoundAmbience() const override { return mSoundAmbience; }
bool containsPoint( const Point3F& point ) override { return isUnderwater( point ); }
// WaterObject
virtual F32 getViscosity() const { return mViscosity; }
virtual F32 getDensity() const { return mDensity; }
virtual F32 getSurfaceHeight( const Point2F &pos ) const { return 0.0f; };
virtual const char* getLiquidType() const { return mLiquidType; }
virtual F32 getWaterCoverage( const Box3F &worldBox ) const { return 0.0f; }
virtual VectorF getFlow( const Point3F &pos ) const { return Point3F::Zero; }
virtual void updateUnderwaterEffect( SceneRenderState *state );
virtual bool isUnderwater( const Point3F &pnt ) const { return false; }
protected:
virtual void setShaderXForms( BaseMatInstance *mat ) {};
virtual void setupVBIB() {};
virtual void innerRender( SceneRenderState *state ) {};
virtual void setCustomTextures( S32 matIdx, U32 pass, const WaterMatParams &paramHandles );
void drawUnderwaterFilter( SceneRenderState *state );
virtual void setShaderParams( SceneRenderState *state, BaseMatInstance *mat, const WaterMatParams &paramHandles );
PostEffect* getUnderwaterEffect();
bool initMaterial( S32 idx );
void cleanupMaterials();
S32 getMaterialIndex( const Point3F &camPos );
void initTextures();
virtual void _getWaterPlane( const Point3F &camPos, PlaneF &outPlane, Point3F &outPos ) {}
/// Callback used internally when smEnableTrueReflections changes.
void _onEnableTrueReflections();
protected:
static bool _setFullReflect( void *object, const char *index, const char *data );
static bool _checkDensity(void *object, const char *index, const char *data);
// WaterObject
F32 mViscosity;
F32 mDensity;
String mLiquidType;
F32 mFresnelBias;
F32 mFresnelPower;
F32 mSpecularPower;
LinearColorF mSpecularColor;
bool mEmissive;
// Reflection
bool mFullReflect;
PlaneReflector mPlaneReflector;
ReflectorDesc mReflectorDesc;
PlaneF mWaterPlane;
Point3F mWaterPos;
bool mReflectNormalUp;
F32 mReflectivity;
// Water Fogging
WaterFogData mWaterFogData;
// Distortion
F32 mDistortStartDist;
F32 mDistortEndDist;
F32 mDistortFullDepth;
// Ripples
Point2F mRippleDir[ MAX_WAVES ];
F32 mRippleSpeed[ MAX_WAVES ];
Point2F mRippleTexScale[ MAX_WAVES ];
F32 mRippleMagnitude[ MAX_WAVES ];
F32 mOverallRippleMagnitude;
// Waves
Point2F mWaveDir[ MAX_WAVES ];
F32 mWaveSpeed[ MAX_WAVES ];
F32 mWaveMagnitude[ MAX_WAVES ];
F32 mOverallWaveMagnitude;
// Foam
Point2F mFoamDir[ MAX_WAVES ];
F32 mFoamSpeed[ MAX_WAVES ];
Point2F mFoamTexScale[ MAX_WAVES ];
F32 mFoamOpacity[ MAX_WAVES ];
F32 mOverallFoamOpacity;
F32 mFoamMaxDepth;
F32 mFoamAmbientLerp;
F32 mFoamRippleInfluence;
// Basic Lighting
F32 mClarity;
ColorI mUnderwaterColor;
// Misc
F32 mDepthGradientMax;
// Other textures
DECLARE_IMAGEASSET_NET(WaterObject, RippleTex, GFXStaticTextureProfile, TextureMask)
DECLARE_IMAGEASSET_NET(WaterObject, FoamTex, GFXStaticTextureSRGBProfile, TextureMask)
DECLARE_IMAGEASSET_NET(WaterObject, DepthGradientTex, GFXStaticTextureSRGBProfile, TextureMask)
StringTableEntry mCubemapName;
// Sound
SFXAmbience* mSoundAmbience;
// Not fields...
/// Defined here and sent to the shader in WaterCommon::setShaderParams
/// but needs to be initialized in child classes prior to that call.
F32 mUndulateMaxDist;
/// Defined in WaterCommon but set and used by child classes.
/// If true will refuse to render a reflection even if called from
/// the ReflectionManager, is set true if occlusion query is enabled and
/// it determines it is occluded.
//bool mSkipReflectUpdate;
/// Derived classes can set this value prior to calling Parent::setShaderConst
/// to pass it into the shader miscParam.w
F32 mMiscParamW;
SimObjectPtr<PostEffect> mUnderwaterPostFx;
/// A global for enabling wireframe rendering
/// on all water objects.
static bool smWireframe;
/// Force all water objects to use static cubemap reflections
static bool smEnableTrueReflections;
// Rendering
bool mBasicLighting;
//U32 mRenderUpdateCount;
//U32 mReflectUpdateCount;
bool mGenerateVB;
String mSurfMatName[NumMatTypes];
BaseMatInstance* mMatInstances[NumMatTypes];
WaterMatParams mMatParamHandles[NumMatTypes];
bool mUnderwater;
GFXStateBlockRef mUnderwaterSB;
CubemapData *mCubemap;
MatrixSet *mMatrixSet;
NamedTexTarget mNamedDepthGradTex;
};
#endif // _WATEROBJECT_H_