//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // 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 "afx/arcaneFX.h" #include "materials/shaderData.h" #include "gfx/gfxTransformSaver.h" #include "scene/sceneRenderState.h" #include "terrain/terrData.h" #include "terrain/terrCell.h" #include "gfx/primBuilder.h" #include "afx/ce/afxZodiacMgr.h" #include "afx/afxZodiacTerrainRenderer_T3D.h" #include "afx/util/afxTriBoxCheck2D_T3D.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// class TerrCellSpy : public TerrCell { public: static const U32 getMinCellSize() { return smMinCellSize; } }; //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// const RenderInstType afxZodiacTerrainRenderer::RIT_TerrainZodiac("TerrainZodiac"); afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::master = 0; IMPLEMENT_CONOBJECT(afxZodiacTerrainRenderer); ConsoleDocClass( afxZodiacTerrainRenderer, "@brief A render bin for zodiac rendering on Terrain objects.\n\n" "This bin renders instances of AFX zodiac effects onto Terrain surfaces.\n\n" "@ingroup RenderBin\n" "@ingroup AFX\n" ); afxZodiacTerrainRenderer::afxZodiacTerrainRenderer() : RenderBinManager(RIT_TerrainZodiac, 1.0f, 1.0f) { if (!master) master = this; shader_initialized = false; zodiac_shader = NULL; shader_consts = NULL; projection_sc = NULL; color_sc = NULL; } afxZodiacTerrainRenderer::afxZodiacTerrainRenderer(F32 renderOrder, F32 processAddOrder) : RenderBinManager(RIT_TerrainZodiac, renderOrder, processAddOrder) { if (!master) master = this; shader_initialized = false; zodiac_shader = NULL; shader_consts = NULL; projection_sc = NULL; color_sc = NULL; } afxZodiacTerrainRenderer::~afxZodiacTerrainRenderer() { if (this == master) master = 0; } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// void afxZodiacTerrainRenderer::initShader() { if (shader_initialized) return; shader_initialized = true; shader_consts = 0; norm_norefl_zb_SB = norm_refl_zb_SB; add_norefl_zb_SB = add_refl_zb_SB; sub_norefl_zb_SB = sub_refl_zb_SB; zodiac_shader = afxZodiacMgr::getTerrainZodiacShader(); if (!zodiac_shader) return; GFXStateBlockDesc d; d.cullDefined = true; d.blendDefined = true; d.blendEnable = true; d.zDefined = false; d.zEnable = true; d.zWriteEnable = false; d.zFunc = GFXCmpLessEqual; d.zSlopeBias = 0; d.alphaDefined = true; d.alphaTestEnable = true; d.alphaTestRef = 0; d.alphaTestFunc = GFXCmpGreater; d.samplersDefined = true; d.samplers[0] = GFXSamplerStateDesc::getClampLinear(); // normal d.blendSrc = GFXBlendSrcAlpha; d.blendDest = GFXBlendInvSrcAlpha; // d.cullMode = GFXCullCCW; d.zBias = arcaneFX::sTerrainZodiacZBias; norm_norefl_zb_SB = GFX->createStateBlock(d); // d.cullMode = GFXCullCW; d.zBias = arcaneFX::sTerrainZodiacZBias; norm_refl_zb_SB = GFX->createStateBlock(d); // additive d.blendSrc = GFXBlendSrcAlpha; d.blendDest = GFXBlendOne; // d.cullMode = GFXCullCCW; d.zBias = arcaneFX::sTerrainZodiacZBias; add_norefl_zb_SB = GFX->createStateBlock(d); // d.cullMode = GFXCullCW; d.zBias = arcaneFX::sTerrainZodiacZBias; add_refl_zb_SB = GFX->createStateBlock(d); // subtractive d.blendSrc = GFXBlendZero; d.blendDest = GFXBlendInvSrcColor; // d.cullMode = GFXCullCCW; d.zBias = arcaneFX::sTerrainZodiacZBias; sub_norefl_zb_SB = GFX->createStateBlock(d); // d.cullMode = GFXCullCW; d.zBias = arcaneFX::sTerrainZodiacZBias; sub_refl_zb_SB = GFX->createStateBlock(d); shader_consts = zodiac_shader->getShader()->allocConstBuffer(); projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView"); color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor"); } void afxZodiacTerrainRenderer::clear() { Parent::clear(); terrain_zodes.clear(); } void afxZodiacTerrainRenderer::addZodiac(U32 zode_idx, const Point3F& pos, F32 ang, const TerrainBlock* block, const TerrCell* cell, const MatrixF& mRenderObjToWorld, F32 camDist) { terrain_zodes.increment(); TerrainZodiacElem& elem = terrain_zodes.last(); elem.block = block; elem.cell = cell; elem.zode_idx = zode_idx; elem.ang = ang; elem.mRenderObjToWorld = mRenderObjToWorld; elem.camDist = camDist; } afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::getMaster() { if (!master) master = new afxZodiacTerrainRenderer; return master; } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// GFXStateBlock* afxZodiacTerrainRenderer::chooseStateBlock(U32 blend, bool isReflectPass) { GFXStateBlock* sb = 0; switch (blend) { case afxZodiacData::BLEND_ADDITIVE: sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB; break; case afxZodiacData::BLEND_SUBTRACTIVE: sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB; break; default: // afxZodiacData::BLEND_NORMAL: sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB; break; } return sb; } void afxZodiacTerrainRenderer::render(SceneRenderState* state) { PROFILE_SCOPE(afxRenderZodiacTerrainMgr_render); // Early out if no terrain zodiacs to draw. if (terrain_zodes.size() == 0) return; initShader(); if (!zodiac_shader) return; bool is_reflect_pass = state->isReflectPass(); // Automagically save & restore our viewport and transforms. GFXTransformSaver saver; MatrixF proj = GFX->getProjectionMatrix(); // Set up world transform MatrixF world = GFX->getWorldMatrix(); proj.mul(world); shader_consts->set(projection_sc, proj); //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~// // RENDER EACH ZODIAC // for (S32 zz = 0; zz < terrain_zodes.size(); zz++) { TerrainZodiacElem& elem = terrain_zodes[zz]; TerrainBlock* block = (TerrainBlock*) elem.block; afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx]; if (!zode) continue; if (is_reflect_pass) { if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0) continue; } else { if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0) continue; } F32 fadebias = zode->calcDistanceFadeBias(elem.camDist); if (fadebias < 0.01f) continue; F32 cos_ang = mCos(elem.ang); F32 sin_ang = mSin(elem.ang); GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass); GFX->setShader(zodiac_shader->getShader()); GFX->setStateBlock(sb); GFX->setShaderConstBuffer(shader_consts); // set the texture GFX->setTexture(0, *zode->txr); LinearColorF zode_color = (LinearColorF)zode->color; zode_color.alpha *= fadebias; shader_consts->set(color_sc, zode_color); Point3F half_size(zode->radius_xy,zode->radius_xy,zode->radius_xy); F32 inv_radius = 1.0f/zode->radius_xy; GFXPrimitive cell_prim; GFXVertexBufferHandle cell_verts; GFXPrimitiveBufferHandle primBuff; elem.cell->getRenderPrimitive(&cell_prim, &cell_verts, &primBuff); U32 n_nonskirt_tris = TerrCellSpy::getMinCellSize()*TerrCellSpy::getMinCellSize()*2; const Point3F* verts = ((TerrCell*)elem.cell)->getZodiacVertexBuffer(); const U16 *tris = block->getZodiacPrimitiveBuffer(); if (!tris) continue; PrimBuild::begin(GFXTriangleList, 3*n_nonskirt_tris); ///////////////////////////////// U32 n_overlapping_tris = 0; U32 idx = 0; for (U32 i = 0; i < n_nonskirt_tris; i++) { Point3F tri_v[3]; tri_v[0] = verts[tris[idx++]]; tri_v[1] = verts[tris[idx++]]; tri_v[2] = verts[tris[idx++]]; elem.mRenderObjToWorld.mulP(tri_v[0]); elem.mRenderObjToWorld.mulP(tri_v[1]); elem.mRenderObjToWorld.mulP(tri_v[2]); if (!afxTriBoxOverlap2D(zode->pos, half_size, tri_v[0], tri_v[1], tri_v[2])) continue; n_overlapping_tris++; for (U32 j = 0; j < 3; j++) { // compute UV F32 u1 = (tri_v[j].x - zode->pos.x)*inv_radius; F32 v1 = (tri_v[j].y - zode->pos.y)*inv_radius; F32 ru1 = u1*cos_ang - v1*sin_ang; F32 rv1 = u1*sin_ang + v1*cos_ang; F32 uu = (ru1 + 1.0f)/2.0f; F32 vv = 1.0f - (rv1 + 1.0f)/2.0f; PrimBuild::texCoord2f(uu, vv); PrimBuild::vertex3fv(tri_v[j]); } } ///////////////////////////////// PrimBuild::end(false); } // // RENDER EACH ZODIAC //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~// } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//