afxZodiacTerrainRenderer_T3D.cpp 10 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 "terrain/terrData.h"
  29. #include "terrain/terrCell.h"
  30. #include "gfx/primBuilder.h"
  31. #include "afx/ce/afxZodiacMgr.h"
  32. #include "afx/afxZodiacTerrainRenderer_T3D.h"
  33. #include "afx/util/afxTriBoxCheck2D_T3D.h"
  34. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  35. class TerrCellSpy : public TerrCell
  36. {
  37. public:
  38. static const U32 getMinCellSize() { return smMinCellSize; }
  39. };
  40. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  41. const RenderInstType afxZodiacTerrainRenderer::RIT_TerrainZodiac("TerrainZodiac");
  42. afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::master = 0;
  43. IMPLEMENT_CONOBJECT(afxZodiacTerrainRenderer);
  44. ConsoleDocClass( afxZodiacTerrainRenderer,
  45. "@brief A render bin for zodiac rendering on Terrain objects.\n\n"
  46. "This bin renders instances of AFX zodiac effects onto Terrain surfaces.\n\n"
  47. "@ingroup RenderBin\n"
  48. "@ingroup AFX\n"
  49. );
  50. afxZodiacTerrainRenderer::afxZodiacTerrainRenderer()
  51. : RenderBinManager(RIT_TerrainZodiac, 1.0f, 1.0f)
  52. {
  53. if (!master)
  54. master = this;
  55. shader_initialized = false;
  56. zodiac_shader = NULL;
  57. shader_consts = NULL;
  58. projection_sc = NULL;
  59. color_sc = NULL;
  60. }
  61. afxZodiacTerrainRenderer::afxZodiacTerrainRenderer(F32 renderOrder, F32 processAddOrder)
  62. : RenderBinManager(RIT_TerrainZodiac, renderOrder, processAddOrder)
  63. {
  64. if (!master)
  65. master = this;
  66. shader_initialized = false;
  67. zodiac_shader = NULL;
  68. shader_consts = NULL;
  69. projection_sc = NULL;
  70. color_sc = NULL;
  71. }
  72. afxZodiacTerrainRenderer::~afxZodiacTerrainRenderer()
  73. {
  74. if (this == master)
  75. master = 0;
  76. }
  77. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  78. void afxZodiacTerrainRenderer::initShader()
  79. {
  80. if (shader_initialized)
  81. return;
  82. shader_initialized = true;
  83. shader_consts = 0;
  84. norm_norefl_zb_SB = norm_refl_zb_SB;
  85. add_norefl_zb_SB = add_refl_zb_SB;
  86. sub_norefl_zb_SB = sub_refl_zb_SB;
  87. zodiac_shader = afxZodiacMgr::getTerrainZodiacShader();
  88. if (!zodiac_shader)
  89. return;
  90. GFXStateBlockDesc d;
  91. d.cullDefined = true;
  92. d.blendDefined = true;
  93. d.blendEnable = true;
  94. d.setZReadWrite(true, false);
  95. d.zFunc = GFXCmpGreaterEqual;
  96. d.zSlopeBias = 0;
  97. d.alphaDefined = true;
  98. d.alphaTestEnable = true;
  99. d.alphaTestRef = 0;
  100. d.alphaTestFunc = GFXCmpGreater;
  101. d.samplersDefined = true;
  102. d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
  103. // normal
  104. d.blendSrc = GFXBlendSrcAlpha;
  105. d.blendDest = GFXBlendInvSrcAlpha;
  106. //
  107. d.cullMode = GFXCullCCW;
  108. d.zBias = arcaneFX::sTerrainZodiacZBias;
  109. norm_norefl_zb_SB = GFX->createStateBlock(d);
  110. //
  111. d.cullMode = GFXCullCW;
  112. d.zBias = arcaneFX::sTerrainZodiacZBias;
  113. norm_refl_zb_SB = GFX->createStateBlock(d);
  114. // additive
  115. d.blendSrc = GFXBlendSrcAlpha;
  116. d.blendDest = GFXBlendOne;
  117. //
  118. d.cullMode = GFXCullCCW;
  119. d.zBias = arcaneFX::sTerrainZodiacZBias;
  120. add_norefl_zb_SB = GFX->createStateBlock(d);
  121. //
  122. d.cullMode = GFXCullCW;
  123. d.zBias = arcaneFX::sTerrainZodiacZBias;
  124. add_refl_zb_SB = GFX->createStateBlock(d);
  125. // subtractive
  126. d.blendSrc = GFXBlendZero;
  127. d.blendDest = GFXBlendInvSrcColor;
  128. //
  129. d.cullMode = GFXCullCCW;
  130. d.zBias = arcaneFX::sTerrainZodiacZBias;
  131. sub_norefl_zb_SB = GFX->createStateBlock(d);
  132. //
  133. d.cullMode = GFXCullCW;
  134. d.zBias = arcaneFX::sTerrainZodiacZBias;
  135. sub_refl_zb_SB = GFX->createStateBlock(d);
  136. shader_consts = zodiac_shader->getShader()->allocConstBuffer();
  137. projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView");
  138. color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor");
  139. }
  140. void afxZodiacTerrainRenderer::clear()
  141. {
  142. Parent::clear();
  143. terrain_zodes.clear();
  144. }
  145. void afxZodiacTerrainRenderer::addZodiac(U32 zode_idx, const Point3F& pos, F32 ang,
  146. const TerrainBlock* block, const TerrCell* cell,
  147. const MatrixF& mRenderObjToWorld, F32 camDist)
  148. {
  149. terrain_zodes.increment();
  150. TerrainZodiacElem& elem = terrain_zodes.last();
  151. elem.block = block;
  152. elem.cell = cell;
  153. elem.zode_idx = zode_idx;
  154. elem.ang = ang;
  155. elem.mRenderObjToWorld = mRenderObjToWorld;
  156. elem.camDist = camDist;
  157. }
  158. afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::getMaster()
  159. {
  160. if (!master)
  161. master = new afxZodiacTerrainRenderer;
  162. return master;
  163. }
  164. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  165. GFXStateBlock* afxZodiacTerrainRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
  166. {
  167. GFXStateBlock* sb = 0;
  168. switch (blend)
  169. {
  170. case afxZodiacData::BLEND_ADDITIVE:
  171. sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
  172. break;
  173. case afxZodiacData::BLEND_SUBTRACTIVE:
  174. sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
  175. break;
  176. default: // afxZodiacData::BLEND_NORMAL:
  177. sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
  178. break;
  179. }
  180. return sb;
  181. }
  182. void afxZodiacTerrainRenderer::render(SceneRenderState* state)
  183. {
  184. PROFILE_SCOPE(afxRenderZodiacTerrainMgr_render);
  185. // Early out if no terrain zodiacs to draw.
  186. if (terrain_zodes.size() == 0)
  187. return;
  188. initShader();
  189. if (!zodiac_shader)
  190. return;
  191. bool is_reflect_pass = state->isReflectPass();
  192. // Automagically save & restore our viewport and transforms.
  193. GFXTransformSaver saver;
  194. MatrixF proj = GFX->getProjectionMatrix();
  195. // Set up world transform
  196. MatrixF world = GFX->getWorldMatrix();
  197. proj.mul(world);
  198. shader_consts->set(projection_sc, proj);
  199. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
  200. // RENDER EACH ZODIAC
  201. //
  202. for (S32 zz = 0; zz < terrain_zodes.size(); zz++)
  203. {
  204. TerrainZodiacElem& elem = terrain_zodes[zz];
  205. TerrainBlock* block = (TerrainBlock*) elem.block;
  206. afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
  207. if (!zode)
  208. continue;
  209. if (is_reflect_pass)
  210. {
  211. if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
  212. continue;
  213. }
  214. else
  215. {
  216. if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
  217. continue;
  218. }
  219. F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
  220. if (fadebias < 0.01f)
  221. continue;
  222. F32 cos_ang = mCos(elem.ang);
  223. F32 sin_ang = mSin(elem.ang);
  224. GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
  225. GFX->setShader(zodiac_shader->getShader());
  226. GFX->setStateBlock(sb);
  227. GFX->setShaderConstBuffer(shader_consts);
  228. // set the texture
  229. GFX->setTexture(0, zode->txr);
  230. LinearColorF zode_color = (LinearColorF)zode->color;
  231. zode_color.alpha *= fadebias;
  232. shader_consts->set(color_sc, zode_color);
  233. Point3F half_size(zode->radius_xy,zode->radius_xy,zode->radius_xy);
  234. F32 inv_radius = 1.0f/zode->radius_xy;
  235. GFXPrimitive cell_prim;
  236. GFXVertexBufferHandle<TerrVertex> cell_verts;
  237. GFXPrimitiveBufferHandle primBuff;
  238. elem.cell->getRenderPrimitive(&cell_prim, &cell_verts, &primBuff);
  239. U32 n_nonskirt_tris = TerrCellSpy::getMinCellSize()*TerrCellSpy::getMinCellSize()*2;
  240. const Point3F* verts = ((TerrCell*)elem.cell)->getZodiacVertexBuffer();
  241. const U16 *tris = block->getZodiacPrimitiveBuffer();
  242. if (!tris)
  243. continue;
  244. PrimBuild::begin(GFXTriangleList, 3*n_nonskirt_tris);
  245. /////////////////////////////////
  246. U32 n_overlapping_tris = 0;
  247. U32 idx = 0;
  248. for (U32 i = 0; i < n_nonskirt_tris; i++)
  249. {
  250. Point3F tri_v[3];
  251. tri_v[0] = verts[tris[idx++]];
  252. tri_v[1] = verts[tris[idx++]];
  253. tri_v[2] = verts[tris[idx++]];
  254. elem.mRenderObjToWorld.mulP(tri_v[0]);
  255. elem.mRenderObjToWorld.mulP(tri_v[1]);
  256. elem.mRenderObjToWorld.mulP(tri_v[2]);
  257. if (!afxTriBoxOverlap2D(zode->pos, half_size, tri_v[0], tri_v[1], tri_v[2]))
  258. continue;
  259. n_overlapping_tris++;
  260. for (U32 j = 0; j < 3; j++)
  261. {
  262. // compute UV
  263. F32 u1 = (tri_v[j].x - zode->pos.x)*inv_radius;
  264. F32 v1 = (tri_v[j].y - zode->pos.y)*inv_radius;
  265. F32 ru1 = u1*cos_ang - v1*sin_ang;
  266. F32 rv1 = u1*sin_ang + v1*cos_ang;
  267. F32 uu = (ru1 + 1.0f)/2.0f;
  268. F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
  269. PrimBuild::texCoord2f(uu, vv);
  270. PrimBuild::vertex3fv(tri_v[j]);
  271. }
  272. }
  273. /////////////////////////////////
  274. PrimBuild::end(false);
  275. }
  276. //
  277. // RENDER EACH ZODIAC
  278. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
  279. }
  280. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//