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afxZodiacMeshRoadRenderer_T3D.cpp 9.0 KB

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  1. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  2. // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  3. // Copyright (C) 2015 Faust Logic, Inc.
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to
  7. // deal in the Software without restriction, including without limitation the
  8. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9. // sell copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  21. // IN THE SOFTWARE.
  22. //
  23. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  24. #include "afx/arcaneFX.h"
  25. #include "materials/shaderData.h"
  26. #include "gfx/gfxTransformSaver.h"
  27. #include "scene/sceneRenderState.h"
  28. #include "collision/concretePolyList.h"
  29. #include "T3D/tsStatic.h"
  30. #include "gfx/primBuilder.h"
  31. #include "afx/ce/afxZodiacMgr.h"
  32. #include "afx/afxZodiacMeshRoadRenderer_T3D.h"
  33. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  34. const RenderInstType afxZodiacMeshRoadRenderer::RIT_MeshRoadZodiac("MeshRoadZodiac");
  35. afxZodiacMeshRoadRenderer* afxZodiacMeshRoadRenderer::master = 0;
  36. IMPLEMENT_CONOBJECT(afxZodiacMeshRoadRenderer);
  37. ConsoleDocClass( afxZodiacMeshRoadRenderer,
  38. "@brief A render bin for zodiac rendering on MeshRoad objects.\n\n"
  39. "This bin renders instances of AFX zodiac effects onto MeshRoad surfaces.\n\n"
  40. "@ingroup RenderBin\n"
  41. "@ingroup AFX\n"
  42. );
  43. afxZodiacMeshRoadRenderer::afxZodiacMeshRoadRenderer()
  44. : RenderBinManager(RIT_MeshRoadZodiac, 1.0f, 1.0f)
  45. {
  46. if (!master)
  47. master = this;
  48. shader_initialized = false;
  49. zodiac_shader = NULL;
  50. shader_consts = NULL;
  51. projection_sc = NULL;
  52. color_sc = NULL;
  53. }
  54. afxZodiacMeshRoadRenderer::afxZodiacMeshRoadRenderer(F32 renderOrder, F32 processAddOrder)
  55. : RenderBinManager(RIT_MeshRoadZodiac, renderOrder, processAddOrder)
  56. {
  57. if (!master)
  58. master = this;
  59. shader_initialized = false;
  60. zodiac_shader = NULL;
  61. shader_consts = NULL;
  62. projection_sc = NULL;
  63. color_sc = NULL;
  64. }
  65. afxZodiacMeshRoadRenderer::~afxZodiacMeshRoadRenderer()
  66. {
  67. if (this == master)
  68. master = 0;
  69. }
  70. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  71. void afxZodiacMeshRoadRenderer::initShader()
  72. {
  73. if (shader_initialized)
  74. return;
  75. shader_initialized = true;
  76. shader_consts = 0;
  77. norm_norefl_zb_SB = norm_refl_zb_SB;
  78. add_norefl_zb_SB = add_refl_zb_SB;
  79. sub_norefl_zb_SB = sub_refl_zb_SB;
  80. zodiac_shader = afxZodiacMgr::getMeshRoadZodiacShader();
  81. if (!zodiac_shader)
  82. return;
  83. GFXStateBlockDesc d;
  84. d.cullDefined = true;
  85. d.blendDefined = true;
  86. d.blendEnable = true;
  87. d.setZReadWrite(true, false);
  88. d.zFunc = GFXCmpGreaterEqual;
  89. d.zSlopeBias = 0;
  90. d.alphaDefined = true;
  91. d.alphaTestEnable = true;
  92. d.alphaTestRef = 0;
  93. d.alphaTestFunc = GFXCmpGreater;
  94. d.samplersDefined = true;
  95. d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
  96. // normal
  97. d.blendSrc = GFXBlendSrcAlpha;
  98. d.blendDest = GFXBlendInvSrcAlpha;
  99. //
  100. d.cullMode = GFXCullCCW;
  101. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  102. norm_norefl_zb_SB = GFX->createStateBlock(d);
  103. //
  104. d.cullMode = GFXCullCW;
  105. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  106. norm_refl_zb_SB = GFX->createStateBlock(d);
  107. // additive
  108. d.blendSrc = GFXBlendSrcAlpha;
  109. d.blendDest = GFXBlendOne;
  110. //
  111. d.cullMode = GFXCullCCW;
  112. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  113. add_norefl_zb_SB = GFX->createStateBlock(d);
  114. //
  115. d.cullMode = GFXCullCW;
  116. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  117. add_refl_zb_SB = GFX->createStateBlock(d);
  118. // subtractive
  119. d.blendSrc = GFXBlendZero;
  120. d.blendDest = GFXBlendInvSrcColor;
  121. //
  122. d.cullMode = GFXCullCCW;
  123. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  124. sub_norefl_zb_SB = GFX->createStateBlock(d);
  125. //
  126. d.cullMode = GFXCullCW;
  127. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  128. sub_refl_zb_SB = GFX->createStateBlock(d);
  129. shader_consts = zodiac_shader->getShader()->allocConstBuffer();
  130. projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView");
  131. color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor");
  132. }
  133. void afxZodiacMeshRoadRenderer::clear()
  134. {
  135. Parent::clear();
  136. for (S32 i = 0; i < meshRoad_zodiacs.size(); i++)
  137. if (meshRoad_zodiacs[i].polys)
  138. delete meshRoad_zodiacs[i].polys;
  139. meshRoad_zodiacs.clear();
  140. }
  141. void afxZodiacMeshRoadRenderer::addZodiac(U32 zode_idx, ConcretePolyList* polys, const Point3F& pos, F32 ang, const MeshRoad* road, F32 camDist)
  142. {
  143. meshRoad_zodiacs.increment();
  144. MeshRoadZodiacElem& elem = meshRoad_zodiacs.last();
  145. elem.road = road;
  146. elem.polys = polys;
  147. elem.zode_idx = zode_idx;
  148. elem.ang = ang;
  149. elem.camDist = camDist;
  150. }
  151. afxZodiacMeshRoadRenderer* afxZodiacMeshRoadRenderer::getMaster()
  152. {
  153. if (!master)
  154. master = new afxZodiacMeshRoadRenderer;
  155. return master;
  156. }
  157. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  158. GFXStateBlock* afxZodiacMeshRoadRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
  159. {
  160. GFXStateBlock* sb = 0;
  161. switch (blend)
  162. {
  163. case afxZodiacData::BLEND_ADDITIVE:
  164. sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
  165. break;
  166. case afxZodiacData::BLEND_SUBTRACTIVE:
  167. sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
  168. break;
  169. default: // afxZodiacData::BLEND_NORMAL:
  170. sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
  171. break;
  172. }
  173. return sb;
  174. }
  175. void afxZodiacMeshRoadRenderer::render(SceneRenderState* state)
  176. {
  177. PROFILE_SCOPE(afxRenderZodiacMeshRoadMgr_render);
  178. // Early out if no ground-plane zodiacs to draw.
  179. if (meshRoad_zodiacs.size() == 0)
  180. return;
  181. initShader();
  182. if (!zodiac_shader)
  183. return;
  184. bool is_reflect_pass = state->isReflectPass();
  185. // Automagically save & restore our viewport and transforms.
  186. GFXTransformSaver saver;
  187. MatrixF proj = GFX->getProjectionMatrix();
  188. // Set up world transform
  189. MatrixF world = GFX->getWorldMatrix();
  190. proj.mul(world);
  191. shader_consts->set(projection_sc, proj);
  192. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
  193. // RENDER EACH ZODIAC
  194. //
  195. for (S32 zz = 0; zz < meshRoad_zodiacs.size(); zz++)
  196. {
  197. MeshRoadZodiacElem& elem = meshRoad_zodiacs[zz];
  198. afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
  199. if (!zode)
  200. continue;
  201. if (is_reflect_pass)
  202. {
  203. if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
  204. continue;
  205. }
  206. else
  207. {
  208. if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
  209. continue;
  210. }
  211. F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
  212. if (fadebias < 0.01f)
  213. continue;
  214. F32 cos_ang = mCos(elem.ang);
  215. F32 sin_ang = mSin(elem.ang);
  216. GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
  217. GFX->setShader(zodiac_shader->getShader());
  218. GFX->setStateBlock(sb);
  219. GFX->setShaderConstBuffer(shader_consts);
  220. // set the texture
  221. GFX->setTexture(0, zode->txr);
  222. LinearColorF zode_color = (LinearColorF)zode->color;
  223. zode_color.alpha *= fadebias;
  224. shader_consts->set(color_sc, zode_color);
  225. F32 inv_radius = 1.0f/zode->radius_xy;
  226. PrimBuild::begin(GFXTriangleList, 3*elem.polys->mPolyList.size());
  227. for (U32 i = 0; i < elem.polys->mPolyList.size(); i++)
  228. {
  229. ConcretePolyList::Poly* poly = &elem.polys->mPolyList[i];
  230. S32 vertind[3];
  231. vertind[0] = elem.polys->mIndexList[poly->vertexStart];
  232. vertind[1] = elem.polys->mIndexList[poly->vertexStart + 1];
  233. vertind[2] = elem.polys->mIndexList[poly->vertexStart + 2];
  234. for (U32 j = 0; j < 3; j++)
  235. {
  236. Point3F vtx = elem.polys->mVertexList[vertind[j]];
  237. // compute UV
  238. F32 u1 = (vtx.x - zode->pos.x)*inv_radius;
  239. F32 v1 = (vtx.y - zode->pos.y)*inv_radius;
  240. F32 ru1 = u1*cos_ang - v1*sin_ang;
  241. F32 rv1 = u1*sin_ang + v1*cos_ang;
  242. F32 uu = (ru1 + 1.0f)/2.0f;
  243. F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
  244. PrimBuild::texCoord2f(uu, vv);
  245. PrimBuild::vertex3fv(vtx);
  246. }
  247. }
  248. PrimBuild::end(false);
  249. }
  250. }
  251. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//