//----------------------------------------------------------------------------- // 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 _RENDEROBJECTEXAMPLE_H_ #define _RENDEROBJECTEXAMPLE_H_ #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _GFXSTATEBLOCK_H_ #include "gfx/gfxStateBlock.h" #endif #ifndef _GFXVERTEXBUFFER_H_ #include "gfx/gfxVertexBuffer.h" #endif #ifndef _GFXPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #endif class BaseMatInstance; //----------------------------------------------------------------------------- // This class implements a basic SceneObject that can exist in the world at a // 3D position and render itself. Note that RenderObjectExample handles its own // rendering by submitting itself as an ObjectRenderInst (see // renderInstance\renderPassmanager.h) along with a delegate for its render() // function. However, the preffered rendering method in the engine is to submit // a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and // transform and allow the RenderMeshMgr handle the actual rendering. You can // see this implemented in RenderMeshExample. //----------------------------------------------------------------------------- class RenderObjectExample : public SceneObject { typedef SceneObject Parent; // Networking masks // We need to implement at least one of these to allow // the client version of the object to receive updates // from the server version (like if it has been moved // or edited) enum MaskBits { TransformMask = Parent::NextFreeMask << 0, NextFreeMask = Parent::NextFreeMask << 1 }; //-------------------------------------------------------------------------- // Rendering variables //-------------------------------------------------------------------------- // Define our vertex format here so we don't have to // change it in multiple spots later typedef GFXVertexPCN VertexType; // The handles for our StateBlocks GFXStateBlockRef mNormalSB; GFXStateBlockRef mReflectSB; // The GFX vertex and primitive buffers GFXVertexBufferHandle< VertexType > mVertexBuffer; public: RenderObjectExample(); virtual ~RenderObjectExample(); // Declare this object as a ConsoleObject so that we can // instantiate it into the world and network it DECLARE_CONOBJECT(RenderObjectExample); //-------------------------------------------------------------------------- // 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(); // 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. For this example, however, we are just going to // get this object added to the list of objects that handle their own // rendering. //-------------------------------------------------------------------------- // Create the geometry for rendering void createGeometry(); // This is the function that allows this object to submit itself for rendering void prepRenderImage( SceneRenderState *state ); // This is the function that actually gets called to do the rendering // Note that there is no longer a predefined name for this function. // Instead, when we submit our ObjectRenderInst in prepRenderImage(), // we bind this function as our rendering delegate function void render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat ); }; #endif // _RENDEROBJECTEXAMPLE_H_