Torque3D/Engine/source/forest/ts/tsForestCellBatch.cpp
2013-06-30 17:51:38 +02:00

152 lines
4.5 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "forest/ts/tsForestCellBatch.h"
#include "forest/ts/tsForestItemData.h"
#include "scene/sceneManager.h"
#include "ts/tsLastDetail.h"
TSForestCellBatch::TSForestCellBatch( TSLastDetail *detail )
: mDetail( detail )
{
}
TSForestCellBatch::~TSForestCellBatch()
{
}
bool TSForestCellBatch::_prepBatch( const ForestItem &item )
{
// Make sure it's our item type!
TSForestItemData* data = dynamic_cast<TSForestItemData*>( item.getData() );
if ( !data )
return false;
// TODO: Eventually we should atlas multiple details into
// a single combined texture map. Till then we have to
// do one batch per-detail type.
// If the detail type doesn't match then
// we need to start a new batch.
if ( data->getLastDetail() != mDetail )
return false;
return true;
}
void TSForestCellBatch::_rebuildBatch()
{
// Clean up first.
mVB = NULL;
if ( mItems.empty() )
return;
// How big do we need to make this?
U32 verts = mItems.size() * 6;
mVB.set( GFX, verts, GFXBufferTypeStatic );
if ( !mVB.isValid() )
{
// If we failed it is probably because we requested
// a size bigger than a VB can be. Warn the user.
AssertWarn( false, "TSForestCellBatch::_rebuildBatch: Batch too big... try reducing the forest cell size!" );
return;
}
// Fill this puppy!
ImposterState *vertPtr = mVB.lock();
if(!vertPtr) return;
Vector<ForestItem>::const_iterator item = mItems.begin();
const F32 radius = mDetail->getRadius();
ImposterState state;
for ( ; item != mItems.end(); item++ )
{
item->getWorldBox().getCenter( &state.center );
state.halfSize = radius * item->getScale();
state.alpha = 1.0f;
item->getTransform().getColumn( 2, &state.upVec );
item->getTransform().getColumn( 0, &state.rightVec );
*vertPtr = state;
vertPtr->corner = 0;
++vertPtr;
*vertPtr = state;
vertPtr->corner = 1;
++vertPtr;
*vertPtr = state;
vertPtr->corner = 2;
++vertPtr;
*vertPtr = state;
vertPtr->corner = 2;
++vertPtr;
*vertPtr = state;
vertPtr->corner = 3;
++vertPtr;
*vertPtr = state;
vertPtr->corner = 0;
++vertPtr;
}
mVB.unlock();
}
void TSForestCellBatch::_render( const SceneRenderState *state )
{
if ( !mVB.isValid() ||
( state->isShadowPass() && !TSLastDetail::smCanShadow ) )
return;
// Make sure we have a material to render with.
BaseMatInstance *mat = state->getOverrideMaterial( mDetail->getMatInstance() );
if ( mat == NULL )
return;
// We don't really render here... we submit it to
// the render manager which collects all the batches
// in the scene, sorts them by texture, sets up the
// shader, and then renders them all at once.
ImposterBatchRenderInst *inst = state->getRenderPass()->allocInst<ImposterBatchRenderInst>();
inst->mat = mat;
inst->vertBuff = &mVB;
// We sort by the imposter type first so that RIT_Imposter and
// RIT_ImposterBatches do not get mixed together.
//
// We then sort by material.
//
inst->defaultKey = 0;
inst->defaultKey2 = mat->getStateHint();
state->getRenderPass()->addInst( inst );
}