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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "T3D/examples/renderShapeExample.h"
- #include "math/mathIO.h"
- #include "sim/netConnection.h"
- #include "scene/sceneRenderState.h"
- #include "console/consoleTypes.h"
- #include "core/resourceManager.h"
- #include "core/stream/bitStream.h"
- #include "gfx/gfxTransformSaver.h"
- #include "renderInstance/renderPassManager.h"
- #include "lighting/lightQuery.h"
- IMPLEMENT_CO_NETOBJECT_V1(RenderShapeExample);
- ConsoleDocClass( RenderShapeExample,
- "@brief An example scene object which renders a DTS.\n\n"
- "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 makes use of the 'TS' (three space) shape "
- "system. TS manages loading the various mesh formats supported by Torque as "
- "well was rendering those meshes (including LOD and animation...though this "
- "example doesn't include any animation over time).\n\n"
- "See the C++ code for implementation details.\n\n"
- "@ingroup Examples\n" );
- //-----------------------------------------------------------------------------
- // Object setup and teardown
- //-----------------------------------------------------------------------------
- RenderShapeExample::RenderShapeExample()
- {
- // Flag this object so that it will always
- // be sent across the network to clients
- mNetFlags.set( Ghostable | ScopeAlways );
- // Set it as a "static" object.
- mTypeMask |= StaticObjectType | StaticShapeObjectType;
- // Make sure to initialize our TSShapeInstance to NULL
- mShapeInstance = NULL;
- }
- RenderShapeExample::~RenderShapeExample()
- {
- }
- //-----------------------------------------------------------------------------
- // Object Editing
- //-----------------------------------------------------------------------------
- void RenderShapeExample::initPersistFields()
- {
- addGroup( "Rendering" );
- addField( "shapeFile", TypeStringFilename, Offset( mShapeFile, RenderShapeExample ),
- "The path to the DTS shape file." );
- endGroup( "Rendering" );
- // SceneObject already handles exposing the transform
- Parent::initPersistFields();
- }
- void RenderShapeExample::inspectPostApply()
- {
- Parent::inspectPostApply();
- // Flag the network mask to send the updates
- // to the client object
- setMaskBits( UpdateMask );
- }
- bool RenderShapeExample::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
- // Set up a 1x1x1 bounding box
- mObjBox.set( Point3F( -0.5f, -0.5f, -0.5f ),
- Point3F( 0.5f, 0.5f, 0.5f ) );
- resetWorldBox();
- // Add this object to the scene
- addToScene();
- // Setup the shape.
- createShape();
- return true;
- }
- void RenderShapeExample::onRemove()
- {
- // Remove this object from the scene
- removeFromScene();
- // Remove our TSShapeInstance
- if ( mShapeInstance )
- SAFE_DELETE( mShapeInstance );
- Parent::onRemove();
- }
- void RenderShapeExample::setTransform(const MatrixF & mat)
- {
- // Let SceneObject handle all of the matrix manipulation
- Parent::setTransform( mat );
- // Dirty our network mask so that the new transform gets
- // transmitted to the client object
- setMaskBits( TransformMask );
- }
- U32 RenderShapeExample::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
- {
- // Allow the Parent to get a crack at writing its info
- U32 retMask = Parent::packUpdate( conn, mask, stream );
- // Write our transform information
- if ( stream->writeFlag( mask & TransformMask ) )
- {
- mathWrite(*stream, getTransform());
- mathWrite(*stream, getScale());
- }
- // Write out any of the updated editable properties
- if ( stream->writeFlag( mask & UpdateMask ) )
- {
- stream->write( mShapeFile );
- // Allow the server object a chance to handle a new shape
- createShape();
- }
- return retMask;
- }
- void RenderShapeExample::unpackUpdate(NetConnection *conn, BitStream *stream)
- {
- // Let the Parent read any info it sent
- Parent::unpackUpdate(conn, stream);
- if ( stream->readFlag() ) // TransformMask
- {
- mathRead(*stream, &mObjToWorld);
- mathRead(*stream, &mObjScale);
- setTransform( mObjToWorld );
- }
- if ( stream->readFlag() ) // UpdateMask
- {
- stream->read( &mShapeFile );
- if ( isProperlyAdded() )
- createShape();
- }
- }
- //-----------------------------------------------------------------------------
- // Object Rendering
- //-----------------------------------------------------------------------------
- void RenderShapeExample::createShape()
- {
- if ( mShapeFile.isEmpty() )
- return;
- // If this is the same shape then no reason to update it
- if ( mShapeInstance && mShapeFile.equal( mShape.getPath().getFullPath(), String::NoCase ) )
- return;
- // Clean up our previous shape
- if ( mShapeInstance )
- SAFE_DELETE( mShapeInstance );
- mShape = NULL;
- // Attempt to get the resource from the ResourceManager
- mShape = ResourceManager::get().load( mShapeFile );
- if ( !mShape )
- {
- Con::errorf( "RenderShapeExample::createShape() - Unable to load shape: %s", mShapeFile.c_str() );
- return;
- }
- // Attempt to preload the Materials for this shape
- if ( isClientObject() &&
- !mShape->preloadMaterialList( mShape.getPath() ) &&
- NetConnection::filesWereDownloaded() )
- {
- mShape = NULL;
- return;
- }
- // Update the bounding box
- mObjBox = mShape->bounds;
- resetWorldBox();
- setRenderTransform(mObjToWorld);
- // Create the TSShapeInstance
- mShapeInstance = new TSShapeInstance( mShape, isClientObject() );
- }
- void RenderShapeExample::prepRenderImage( SceneRenderState *state )
- {
- // Make sure we have a TSShapeInstance
- if ( !mShapeInstance )
- return;
- // Calculate the distance of this object from the camera
- Point3F cameraOffset;
- getRenderTransform().getColumn( 3, &cameraOffset );
- cameraOffset -= state->getDiffuseCameraPosition();
- F32 dist = cameraOffset.len();
- if ( dist < 0.01f )
- dist = 0.01f;
- // Set up the LOD for the shape
- F32 invScale = ( 1.0f / getMax( getMax( mObjScale.x, mObjScale.y ), mObjScale.z ) );
- mShapeInstance->setDetailFromDistance( state, dist * invScale );
- // Make sure we have a valid level of detail
- if ( mShapeInstance->getCurrentDetail() < 0 )
- return;
- // GFXTransformSaver is a handy helper class that restores
- // the current GFX matrices to their original values when
- // it goes out of scope at the end of the function
- GFXTransformSaver saver;
- // Set up our TS render state
- TSRenderState rdata;
- rdata.setSceneState( state );
- rdata.setFadeOverride( 1.0f );
- // We might have some forward lit materials
- // so pass down a query to gather lights.
- LightQuery query;
- query.init( getWorldSphere() );
- rdata.setLightQuery( &query );
- // Set the world matrix to the objects render transform
- MatrixF mat = getRenderTransform();
- mat.scale( mObjScale );
- GFX->setWorldMatrix( mat );
- // Animate the the shape
- mShapeInstance->animate();
- // Allow the shape to submit the RenderInst(s) for itself
- mShapeInstance->render( rdata );
- }
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