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- #ifndef _@_H_
- #define _@_H_
- #ifndef _SCENEOBJECT_H_
- #include "scene/sceneObject.h"
- #endif
- #ifndef _GFXVERTEXBUFFER_H_
- #include "gfx/gfxVertexBuffer.h"
- #endif
- #ifndef _GFXPRIMITIVEBUFFER_H_
- #include "gfx/gfxPrimitiveBuffer.h"
- #endif
- class BaseMatInstance;
- class @ : public SceneObject
- {
- typedef SceneObject Parent;
- // Networking masks
- // We need to implement a mask specifically to handle
- // updating our transform from the server object to its
- // client-side "ghost". We also need to implement a
- // maks for handling editor updates to our properties
- // (like material).
- enum MaskBits
- {
- TransformMask = Parent::NextFreeMask << 0,
- UpdateMask = Parent::NextFreeMask << 1,
- NextFreeMask = Parent::NextFreeMask << 2
- };
- //--------------------------------------------------------------------------
- // Rendering variables
- //--------------------------------------------------------------------------
- // The name of the Material we will use for rendering
- String mMaterialName;
- // The actual Material instance
- BaseMatInstance* mMaterialInst;
- // Define our vertex format here so we don't have to
- // change it in multiple spots later
- typedef GFXVertexPNT VertexType;
- // The GFX vertex and primitive buffers
- GFXVertexBufferHandle< VertexType > mVertexBuffer;
- GFXPrimitiveBufferHandle mPrimitiveBuffer;
- public:
- @();
- virtual ~@();
- // Handle when we are added to the scene and removed from the scene
- bool onAdd();
- void onRemove();
- // Declare this object as a ConsoleObject so that we can
- // instantiate it into the world and network it
- DECLARE_CONOBJECT(@);
- //--------------------------------------------------------------------------
- // 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();
- // Allows the object to update its editable settings
- // from the server object to the client
- virtual void inspectPostApply();
- // 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.
- //--------------------------------------------------------------------------
- // Create the geometry for rendering
- void createGeometry();
- // Get the Material instance
- void updateMaterial();
- // This is the function that allows this object to submit itself for rendering
- void prepRenderImage( SceneRenderState *state );
- };
- #endif // _@_H_
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