//----------------------------------------------------------------------------- // 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 _RENDERMESHEXAMPLE_H_ #define _RENDERMESHEXAMPLE_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 #include "T3D/assets/MaterialAsset.h" class BaseMatInstance; //----------------------------------------------------------------------------- // This class implements a basic SceneObject that can exist in the world at a // 3D position and render itself. There are several valid ways to render an // object in Torque. This class implements the preferred rendering method which // is to submit a MeshRenderInst along with a Material, vertex buffer, // primitive buffer, and transform and allow the RenderMeshMgr handle the // actual setup and rendering for you. //----------------------------------------------------------------------------- class RenderMeshExample : 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 }; // Define our vertex format here so we don't have to // change it in multiple spots later typedef GFXVertexPNT VertexType; //-------------------------------------------------------------------------- // Rendering variables //-------------------------------------------------------------------------- BaseMatInstance* mMaterialInst; DECLARE_MATERIALASSET(RenderMeshExample, Material); DECLARE_ASSET_NET_SETGET(RenderMeshExample, Material, UpdateMask); // The GFX vertex and primitive buffers GFXVertexBufferHandle< VertexType > mVertexBuffer; GFXPrimitiveBufferHandle mPrimitiveBuffer; public: RenderMeshExample(); virtual ~RenderMeshExample(); // Declare this object as a ConsoleObject so that we can // instantiate it into the world and network it DECLARE_CONOBJECT(RenderMeshExample); //-------------------------------------------------------------------------- // 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(); // Handle when we are added to the scene and removed from the scene bool onAdd(); void onRemove(); // 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 // _RENDERMESHEXAMPLE_H_