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+//-----------------------------------------------------------------------------
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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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+
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+#include "platform/platform.h"
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+#include "T3D/accumulationVolume.h"
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+
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+#include "scene/sceneManager.h"
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+#include "scene/sceneRenderState.h"
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+#include "gfx/gfxDevice.h"
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+#include "gfx/gfxDrawUtil.h"
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+#include "gfx/sim/debugDraw.h"
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+#include "util/tempAlloc.h"
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+#include "materials/materialDefinition.h"
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+#include "materials/materialManager.h"
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+#include "materials/materialFeatureTypes.h"
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+#include "materials/matInstance.h"
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+#include "console/consoleTypes.h"
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+#include "core/stream/bitStream.h"
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+#include "gfx/gfxDevice.h"
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+#include "console/console.h"
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+#include "console/engineAPI.h"
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+#include "gfx/gfxTextureHandle.h"
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+#include "scene/sceneContainer.h"
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+
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+#include "math/mPolyhedron.impl.h"
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+
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+Vector< SimObjectPtr<SceneObject> > AccumulationVolume::smAccuObjects;
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+Vector< SimObjectPtr<AccumulationVolume> > AccumulationVolume::smAccuVolumes;
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+
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+//#define DEBUG_DRAW
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+
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+IMPLEMENT_CO_NETOBJECT_V1( AccumulationVolume );
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+
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+ConsoleDocClass( AccumulationVolume,
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+ "@brief An invisible shape that allow objects within it to have an accumulation map.\n\n"
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+
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+ "AccumulationVolume is used to add additional realism to a scene. It's main use is in outdoor scenes "
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+ " where objects could benefit from overlaying environment accumulation textures such as sand, snow, etc.\n\n"
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+
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+ "Objects within the volume must have accumulation enabled in their material. \n\n"
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+
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+ "@ingroup enviroMisc"
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+);
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+
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+//-----------------------------------------------------------------------------
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+
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+AccumulationVolume::AccumulationVolume()
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+ : mTransformDirty( true ),
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+ mSilhouetteExtractor( mPolyhedron )
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+{
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+ VECTOR_SET_ASSOCIATION( mWSPoints );
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+ VECTOR_SET_ASSOCIATION( mVolumeQueryList );
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+
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+ //mObjectFlags.set( VisualOccluderFlag );
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+
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+ mNetFlags.set( Ghostable | ScopeAlways );
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+ mObjScale.set( 1.f, 1.f, 1.f );
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+ mObjBox.set(
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+ Point3F( -0.5f, -0.5f, -0.5f ),
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+ Point3F( 0.5f, 0.5f, 0.5f )
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+ );
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+
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+ mObjToWorld.identity();
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+ mWorldToObj.identity();
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+
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+ // Accumulation Texture.
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+ mTextureName = "";
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+ mAccuTexture = NULL;
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+
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+ resetWorldBox();
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+}
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+
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+AccumulationVolume::~AccumulationVolume()
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+{
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+ mAccuTexture = NULL;
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+}
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+
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+void AccumulationVolume::initPersistFields()
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+{
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+ addProtectedField( "texture", TypeStringFilename, Offset( mTextureName, AccumulationVolume ),
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+ &_setTexture, &defaultProtectedGetFn, "Accumulation texture." );
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+
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+ Parent::initPersistFields();
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+void AccumulationVolume::consoleInit()
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+{
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+ // Disable rendering of occlusion volumes by default.
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+ getStaticClassRep()->mIsRenderEnabled = false;
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+bool AccumulationVolume::onAdd()
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+{
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+ if( !Parent::onAdd() )
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+ return false;
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+
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+ // Prepare some client side things.
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+ if ( isClientObject() )
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+ {
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+ smAccuVolumes.push_back(this);
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+ refreshVolumes();
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+ }
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+
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+ // Set up the silhouette extractor.
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+ mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron );
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+
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+ return true;
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+}
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+
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+void AccumulationVolume::onRemove()
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+{
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+ if ( isClientObject() )
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+ {
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+ smAccuVolumes.remove(this);
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+ refreshVolumes();
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+ }
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+ Parent::onRemove();
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+void AccumulationVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
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+{
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+ Parent::_renderObject( ri, state, overrideMat );
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+
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+ #ifdef DEBUG_DRAW
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+ if( state->isDiffusePass() )
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+ DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() );
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+ #endif
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+void AccumulationVolume::setTransform( const MatrixF& mat )
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+{
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+ Parent::setTransform( mat );
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+ mTransformDirty = true;
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+ refreshVolumes();
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+void AccumulationVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints )
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+{
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+ // Extract the silhouette of the polyhedron. This works differently
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+ // depending on whether we project orthogonally or in perspective.
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+
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+ TempAlloc< U32 > indices( mPolyhedron.getNumPoints() );
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+ U32 numPoints;
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+
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+ if( cameraState.getFrustum().isOrtho() )
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+ {
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+ // Transform the view direction into object space.
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+
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+ Point3F osViewDir;
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+ getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir );
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+
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+ // And extract the silhouette.
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+
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+ SilhouetteExtractorOrtho< PolyhedronType > extractor( mPolyhedron );
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+ numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size );
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+ }
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+ else
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+ {
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+ // Create a transform to go from view space to object space.
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+
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+ MatrixF camView( true );
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+ camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) );
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+ camView.mul( getRenderWorldTransform() );
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+ camView.mul( cameraState.getViewWorldMatrix() );
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+
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+ // Do a perspective-correct silhouette extraction.
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+
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+ numPoints = mSilhouetteExtractor.extractSilhouette(
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+ camView,
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+ indices, indices.size );
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+ }
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+
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+ // If we haven't yet, transform the polyhedron's points
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+ // to world space.
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+
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+ if( mTransformDirty )
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+ {
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+ const U32 numPoints = mPolyhedron.getNumPoints();
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+ const PolyhedronType::PointType* points = getPolyhedron().getPoints();
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+
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+ mWSPoints.setSize( numPoints );
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+ for( U32 i = 0; i < numPoints; ++ i )
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+ {
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+ Point3F p = points[ i ];
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+ p.convolve( getScale() );
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+ getTransform().mulP( p, &mWSPoints[ i ] );
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+ }
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+
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+ mTransformDirty = false;
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+ }
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+
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+ // Now store the points.
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+
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+ outPoints.setSize( numPoints );
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+ for( U32 i = 0; i < numPoints; ++ i )
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+ outPoints[ i ] = mWSPoints[ indices[ i ] ];
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+U32 AccumulationVolume::packUpdate( NetConnection *connection, U32 mask, BitStream *stream )
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+{
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+ U32 retMask = Parent::packUpdate( connection, mask, stream );
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+
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+ if (stream->writeFlag(mask & InitialUpdateMask))
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+ {
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+ stream->write( mTextureName );
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+ }
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+
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+ return retMask;
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+}
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+
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+void AccumulationVolume::unpackUpdate( NetConnection *connection, BitStream *stream )
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+{
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+ Parent::unpackUpdate( connection, stream );
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+
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+ if (stream->readFlag())
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+ {
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+ stream->read( &mTextureName );
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+ setTexture(mTextureName);
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+ }
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+void AccumulationVolume::inspectPostApply()
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+{
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+ Parent::inspectPostApply();
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+ setMaskBits(U32(-1) );
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+}
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+
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+void AccumulationVolume::setTexture( const String& name )
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+{
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+ mTextureName = name;
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+ if ( isClientObject() && mTextureName.isNotEmpty() )
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+ {
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+ mAccuTexture.set(mTextureName, &GFXDefaultStaticDiffuseProfile, "AccumulationVolume::mAccuTexture");
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+ if ( mAccuTexture.isNull() )
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+ Con::warnf( "AccumulationVolume::setTexture - Unable to load texture: %s", mTextureName.c_str() );
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+ }
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+ refreshVolumes();
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+}
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+
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+//-----------------------------------------------------------------------------
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+// Static Functions
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+//-----------------------------------------------------------------------------
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+bool AccumulationVolume::_setTexture( void *object, const char *index, const char *data )
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+{
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+ AccumulationVolume* volume = reinterpret_cast< AccumulationVolume* >( object );
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+ volume->setTexture( data );
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+ return false;
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+}
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+
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+void AccumulationVolume::refreshVolumes()
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+{
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+ // This function tests each accumulation object to
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+ // see if it's within the bounds of an accumulation
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+ // volume. If so, it will pass on the accumulation
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+ // texture of the volume to the object.
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+
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+ // This function should only be called when something
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+ // global like change of volume or material occurs.
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+
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+ // Clear old data.
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+ for (S32 n = 0; n < smAccuObjects.size(); ++n)
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+ {
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+ SimObjectPtr<SceneObject> object = smAccuObjects[n];
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+ if ( object.isValid() )
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+ object->mAccuTex = GFXTexHandle::ZERO;
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+ }
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+
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+ //
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+ for (S32 i = 0; i < smAccuVolumes.size(); ++i)
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+ {
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+ SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
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+ if ( volume.isNull() ) continue;
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+
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+ for (S32 n = 0; n < smAccuObjects.size(); ++n)
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+ {
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+ SimObjectPtr<SceneObject> object = smAccuObjects[n];
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+ if ( object.isNull() ) continue;
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+
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+ if ( volume->containsPoint(object->getPosition()) )
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+ object->mAccuTex = volume->mAccuTexture;
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+ }
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+ }
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+}
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+
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+// Accumulation Object Management.
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+void AccumulationVolume::addObject(SimObjectPtr<SceneObject> object)
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+{
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+ smAccuObjects.push_back(object);
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+ refreshVolumes();
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+}
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+
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+void AccumulationVolume::removeObject(SimObjectPtr<SceneObject> object)
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+{
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+ smAccuObjects.remove(object);
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+ refreshVolumes();
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+}
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+
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+void AccumulationVolume::updateObject(SceneObject* object)
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+{
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+ // This function is called when an individual object
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+ // has been moved. Tests to see if it's in any of the
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+ // accumulation volumes.
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+
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+ // We use ZERO instead of NULL so the accumulation
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+ // texture will be updated in renderMeshMgr.
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+ object->mAccuTex = GFXTexHandle::ZERO;
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+
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+ for (S32 i = 0; i < smAccuVolumes.size(); ++i)
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+ {
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+ SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
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+ if ( volume.isNull() ) continue;
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+
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+ if ( volume->containsPoint(object->getPosition()) )
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+ object->mAccuTex = volume->mAccuTexture;
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+ }
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+}
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