basicClouds.cpp 12 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "platform/profiler.h"
  24. #include "console/consoleTypes.h"
  25. #include "basicClouds.h"
  26. #include "gfx/gfxTransformSaver.h"
  27. #include "gfx/gfxTextureManager.h"
  28. #include "core/stream/fileStream.h"
  29. #include "core/stream/bitStream.h"
  30. #include "scene/sceneRenderState.h"
  31. #include "renderInstance/renderPassManager.h"
  32. #include "materials/shaderData.h"
  33. #include "math/mathIO.h"
  34. ConsoleDocClass( BasicClouds,
  35. "@brief Renders up to three layers of scrolling cloud-cover textures overhead.\n\n"
  36. "%BasicClouds always renders overhead, following the camera. It is intended "
  37. "as part of the background of your level, rendering in front of Sky/Sun "
  38. "type objects and behind everything else.\n\n"
  39. "The parameters controlling the rendering of each texture are refered to "
  40. "and grouped as 'layers'. They are rendered in sequential order, so, layer 1 "
  41. "obscures layer 0, and so on.\n\n"
  42. "BasicClouds is not affected by scene lighting and is therefore not appropriate "
  43. "for scenes in which lighting radically changes, such as day/night.\n\n"
  44. "@ingroup Atmosphere"
  45. );
  46. U32 BasicClouds::smVertStride = 50;
  47. U32 BasicClouds::smStrideMinusOne = 49;
  48. U32 BasicClouds::smVertCount = 50 * 50;
  49. U32 BasicClouds::smTriangleCount = smStrideMinusOne * smStrideMinusOne * 2;
  50. BasicClouds::BasicClouds()
  51. {
  52. mTypeMask |= EnvironmentObjectType | StaticObjectType;
  53. mNetFlags.set(Ghostable | ScopeAlways);
  54. mLayerEnabled[0] = true;
  55. mLayerEnabled[1] = true;
  56. mLayerEnabled[2] = true;
  57. // Default textures are assigned by the ObjectBuilderGui.
  58. //mTexName[0] = "art/skies/clouds/cloud1";
  59. //mTexName[1] = "art/skies/clouds/cloud2";
  60. //mTexName[2] = "art/skies/clouds/cloud3";
  61. mHeight[0] = 4.0f;
  62. mHeight[1] = 3.0f;
  63. mHeight[2] = 2.0f;
  64. mTexSpeed[0] = 0.0005f;
  65. mTexSpeed[1] = 0.001f;
  66. mTexSpeed[2] = 0.0003f;
  67. mTexScale[0] = 1.0;
  68. mTexScale[1] = 1.0;
  69. mTexScale[2] = 1.0;
  70. mTexDirection[0].set( 1.0f, 0.0f );
  71. mTexDirection[1].set( 1.0f, 0.0f );
  72. mTexDirection[2].set( 1.0f, 0.0f );
  73. mTexOffset[0].set( 0.5f, 0.5f );
  74. mTexOffset[1].set( 0.5f, 0.5f );
  75. mTexOffset[2].set( 0.5f, 0.5f );
  76. }
  77. IMPLEMENT_CO_NETOBJECT_V1( BasicClouds );
  78. // ConsoleObject...
  79. bool BasicClouds::onAdd()
  80. {
  81. if ( !Parent::onAdd() )
  82. return false;
  83. setGlobalBounds();
  84. resetWorldBox();
  85. addToScene();
  86. if ( isClientObject() )
  87. {
  88. _initTexture();
  89. _initBuffers();
  90. // Find ShaderData
  91. ShaderData *shaderData;
  92. mShader = Sim::findObject( "BasicCloudsShader", shaderData ) ? shaderData->getShader() : NULL;
  93. if ( !mShader )
  94. {
  95. Con::errorf( "BasicClouds::onAdd - could not find BasicCloudsShader" );
  96. return false;
  97. }
  98. // Create ShaderConstBuffer and Handles
  99. mShaderConsts = mShader->allocConstBuffer();
  100. mModelViewProjSC = mShader->getShaderConstHandle( "$modelView" );
  101. mTimeSC = mShader->getShaderConstHandle( "$accumTime" );
  102. mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
  103. mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
  104. mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
  105. // Create StateBlocks
  106. GFXStateBlockDesc desc;
  107. desc.setCullMode( GFXCullNone );
  108. desc.setBlend( true );
  109. desc.setZReadWrite( false, false );
  110. desc.samplersDefined = true;
  111. desc.samplers[0].addressModeU = GFXAddressWrap;
  112. desc.samplers[0].addressModeV = GFXAddressWrap;
  113. desc.samplers[0].addressModeW = GFXAddressWrap;
  114. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  115. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  116. desc.samplers[0].mipFilter = GFXTextureFilterLinear;
  117. desc.samplers[0].textureColorOp = GFXTOPModulate;
  118. mStateblock = GFX->createStateBlock( desc );
  119. }
  120. return true;
  121. }
  122. void BasicClouds::onRemove()
  123. {
  124. removeFromScene();
  125. Parent::onRemove();
  126. }
  127. void BasicClouds::initPersistFields()
  128. {
  129. addGroup( "BasicClouds" );
  130. addArray( "Layers", TEX_COUNT );
  131. addField( "layerEnabled", TypeBool, Offset( mLayerEnabled, BasicClouds ), TEX_COUNT,
  132. "Enable or disable rendering of this layer." );
  133. addField( "texture", TypeImageFilename, Offset( mTexName, BasicClouds ), TEX_COUNT,
  134. "Texture for this layer." );
  135. addField( "texScale", TypeF32, Offset( mTexScale, BasicClouds ), TEX_COUNT,
  136. "Texture repeat for this layer." );
  137. addField( "texDirection", TypePoint2F, Offset( mTexDirection, BasicClouds ), TEX_COUNT,
  138. "Texture scroll direction for this layer, relative to the world axis." );
  139. addField( "texSpeed", TypeF32, Offset( mTexSpeed, BasicClouds ), TEX_COUNT,
  140. "Texture scroll speed for this layer." );
  141. addField( "texOffset", TypePoint2F, Offset( mTexOffset, BasicClouds ), TEX_COUNT,
  142. "UV offset for this layer." );
  143. addField( "height", TypeF32, Offset( mHeight, BasicClouds ), TEX_COUNT,
  144. "Abstract number which controls the curvature and height of the dome mesh" );
  145. endArray( "Layers" );
  146. endGroup( "BasicClouds" );
  147. Parent::initPersistFields();
  148. }
  149. void BasicClouds::inspectPostApply()
  150. {
  151. Parent::inspectPostApply();
  152. setMaskBits( BasicCloudsMask );
  153. }
  154. // NetObject...
  155. U32 BasicClouds::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
  156. {
  157. U32 retMask = Parent::packUpdate( conn, mask, stream );
  158. for ( U32 i = 0; i < TEX_COUNT; i++ )
  159. {
  160. stream->writeFlag( mLayerEnabled[i] );
  161. stream->write( mTexName[i] );
  162. stream->write( mTexScale[i] );
  163. mathWrite( *stream, mTexDirection[i] );
  164. stream->write( mTexSpeed[i] );
  165. mathWrite( *stream, mTexOffset[i] );
  166. stream->write( mHeight[i] );
  167. }
  168. return retMask;
  169. }
  170. void BasicClouds::unpackUpdate( NetConnection *conn, BitStream *stream )
  171. {
  172. Parent::unpackUpdate( conn, stream );
  173. for ( U32 i = 0; i < TEX_COUNT; i++ )
  174. {
  175. mLayerEnabled[i] = stream->readFlag();
  176. stream->read( &mTexName[i] );
  177. stream->read( &mTexScale[i] );
  178. mathRead( *stream, &mTexDirection[i] );
  179. stream->read( &mTexSpeed[i] );
  180. mathRead( *stream, &mTexOffset[i] );
  181. stream->read( &mHeight[i] );
  182. }
  183. if ( isProperlyAdded() )
  184. {
  185. // We could check if the height or texture have actually changed.
  186. _initBuffers();
  187. _initTexture();
  188. }
  189. }
  190. // SceneObject...
  191. void BasicClouds::prepRenderImage( SceneRenderState *state )
  192. {
  193. PROFILE_SCOPE( BasicClouds_prepRenderImage );
  194. bool isEnabled = false;
  195. for ( U32 i = 0; i < TEX_COUNT; i++ )
  196. {
  197. if ( mLayerEnabled[i] )
  198. {
  199. isEnabled = true;
  200. break;
  201. }
  202. }
  203. if ( !isEnabled )
  204. return;
  205. // This should be sufficient for most objects that don't manage zones, and
  206. // don't need to return a specialized RenderImage...
  207. ObjectRenderInst *ri = state->getRenderPass()->allocInst< ObjectRenderInst >();
  208. ri->renderDelegate.bind( this, &BasicClouds::renderObject );
  209. ri->type = RenderPassManager::RIT_Sky;
  210. ri->defaultKey = 0;
  211. ri->defaultKey2 = 0;
  212. state->getRenderPass()->addInst( ri );
  213. }
  214. void BasicClouds::renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi )
  215. {
  216. GFXTransformSaver saver;
  217. Point3F camPos = state->getCameraPosition();
  218. MatrixF xfm(true);
  219. xfm.setPosition(camPos);
  220. GFX->multWorld(xfm);
  221. if ( state->isReflectPass() )
  222. GFX->setProjectionMatrix( state->getSceneManager()->getNonClipProjection() );
  223. GFX->setShader( mShader );
  224. GFX->setShaderConstBuffer( mShaderConsts );
  225. GFX->setStateBlock( mStateblock );
  226. MatrixF xform(GFX->getProjectionMatrix());
  227. xform *= GFX->getViewMatrix();
  228. xform *= GFX->getWorldMatrix();
  229. mShaderConsts->setSafe( mModelViewProjSC, xform );
  230. mShaderConsts->setSafe( mTimeSC, (F32)Sim::getCurrentTime() / 1000.0f );
  231. GFX->setPrimitiveBuffer( mPB );
  232. for ( U32 i = 0; i < TEX_COUNT; i++ )
  233. {
  234. if ( !mLayerEnabled[i] )
  235. continue;
  236. mShaderConsts->setSafe( mTexScaleSC, mTexScale[i] );
  237. mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
  238. mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );
  239. GFX->setTexture( 0, mTexture[i] );
  240. GFX->setVertexBuffer( mVB[i] );
  241. GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );
  242. }
  243. }
  244. // BasicClouds Internal Methods....
  245. void BasicClouds::_initTexture()
  246. {
  247. for ( U32 i = 0; i < TEX_COUNT; i++ )
  248. {
  249. if ( !mLayerEnabled[i] )
  250. {
  251. mTexture[i] = NULL;
  252. continue;
  253. }
  254. if ( mTexName[i].isNotEmpty() )
  255. mTexture[i].set( mTexName[i], &GFXDefaultStaticDiffuseProfile, "BasicClouds" );
  256. if ( mTexture[i].isNull() )
  257. mTexture[i].set( GFXTextureManager::getWarningTexturePath(), &GFXDefaultStaticDiffuseProfile, "BasicClouds" );
  258. }
  259. }
  260. void BasicClouds::_initBuffers()
  261. {
  262. // Primitive Buffer... Is shared for all Layers.
  263. mPB.set( GFX, smTriangleCount * 3, smTriangleCount, GFXBufferTypeStatic );
  264. U16 *pIdx = NULL;
  265. mPB.lock(&pIdx);
  266. U32 curIdx = 0;
  267. for ( U32 y = 0; y < smStrideMinusOne; y++ )
  268. {
  269. for ( U32 x = 0; x < smStrideMinusOne; x++ )
  270. {
  271. U32 offset = x + y * smVertStride;
  272. pIdx[curIdx] = offset;
  273. curIdx++;
  274. pIdx[curIdx] = offset + 1;
  275. curIdx++;
  276. pIdx[curIdx] = offset + smVertStride + 1;
  277. curIdx++;
  278. pIdx[curIdx] = offset;
  279. curIdx++;
  280. pIdx[curIdx] = offset + smVertStride + 1;
  281. curIdx++;
  282. pIdx[curIdx] = offset + smVertStride;
  283. curIdx++;
  284. }
  285. }
  286. mPB.unlock();
  287. // Vertex Buffer...
  288. // Each layer has their own so they can be at different heights.
  289. for ( U32 i = 0; i < TEX_COUNT; i++ )
  290. {
  291. Point3F vertScale( 16.0f, 16.0f, mHeight[i] );
  292. F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
  293. mVB[i].set( GFX, smVertCount, GFXBufferTypeStatic );
  294. GFXVertexPT *pVert = mVB[i].lock();
  295. for ( U32 y = 0; y < smVertStride; y++ )
  296. {
  297. F32 v = ( (F32)y / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
  298. for ( U32 x = 0; x < smVertStride; x++ )
  299. {
  300. F32 u = ( (F32)x / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
  301. F32 sx = u;
  302. F32 sy = v;
  303. F32 sz = mCos( mSqrt( sx*sx + sy*sy ) ) + zOffset;
  304. pVert->point.set( sx, sy, sz );
  305. pVert->point *= vertScale;
  306. pVert->texCoord.set( u, v );
  307. pVert++;
  308. }
  309. }
  310. mVB[i].unlock();
  311. }
  312. }