afxZodiacGroundPlaneRenderer_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/afxZodiacGroundPlaneRenderer_T3D.h"
  33. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  34. const RenderInstType afxZodiacGroundPlaneRenderer::RIT_GroundPlaneZodiac("GroundPlaneZodiac");
  35. afxZodiacGroundPlaneRenderer* afxZodiacGroundPlaneRenderer::master = 0;
  36. IMPLEMENT_CONOBJECT(afxZodiacGroundPlaneRenderer);
  37. ConsoleDocClass( afxZodiacGroundPlaneRenderer,
  38. "@brief A render bin for zodiac rendering on GroundPlane objects.\n\n"
  39. "This bin renders instances of AFX zodiac effects onto GroundPlane surfaces.\n\n"
  40. "@ingroup RenderBin\n"
  41. "@ingroup AFX\n"
  42. );
  43. afxZodiacGroundPlaneRenderer::afxZodiacGroundPlaneRenderer()
  44. : RenderBinManager(RIT_GroundPlaneZodiac, 1.0f, 1.0f)
  45. {
  46. if (!master)
  47. master = this;
  48. shader_initialized = false;
  49. }
  50. afxZodiacGroundPlaneRenderer::afxZodiacGroundPlaneRenderer(F32 renderOrder, F32 processAddOrder)
  51. : RenderBinManager(RIT_GroundPlaneZodiac, renderOrder, processAddOrder)
  52. {
  53. if (!master)
  54. master = this;
  55. shader_initialized = false;
  56. }
  57. afxZodiacGroundPlaneRenderer::~afxZodiacGroundPlaneRenderer()
  58. {
  59. if (this == master)
  60. master = 0;
  61. }
  62. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  63. void afxZodiacGroundPlaneRenderer::initShader()
  64. {
  65. if (shader_initialized)
  66. return;
  67. shader_initialized = true;
  68. shader_consts = 0;
  69. norm_norefl_zb_SB = norm_refl_zb_SB;
  70. add_norefl_zb_SB = add_refl_zb_SB;
  71. sub_norefl_zb_SB = sub_refl_zb_SB;
  72. zodiac_shader = afxZodiacMgr::getGroundPlaneZodiacShader();
  73. if (!zodiac_shader)
  74. return;
  75. GFXStateBlockDesc d;
  76. d.cullDefined = true;
  77. d.ffLighting = false;
  78. d.blendDefined = true;
  79. d.blendEnable = true;
  80. d.zDefined = false;
  81. d.zEnable = true;
  82. d.zWriteEnable = false;
  83. d.zFunc = GFXCmpLessEqual;
  84. d.zSlopeBias = 0;
  85. d.alphaDefined = true;
  86. d.alphaTestEnable = true;
  87. d.alphaTestRef = 0;
  88. d.alphaTestFunc = GFXCmpGreater;
  89. d.samplersDefined = true;
  90. d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
  91. // normal
  92. d.blendSrc = GFXBlendSrcAlpha;
  93. d.blendDest = GFXBlendInvSrcAlpha;
  94. //
  95. d.cullMode = GFXCullCCW;
  96. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  97. norm_norefl_zb_SB = GFX->createStateBlock(d);
  98. //
  99. d.cullMode = GFXCullCW;
  100. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  101. norm_refl_zb_SB = GFX->createStateBlock(d);
  102. // additive
  103. d.blendSrc = GFXBlendSrcAlpha;
  104. d.blendDest = GFXBlendOne;
  105. //
  106. d.cullMode = GFXCullCCW;
  107. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  108. add_norefl_zb_SB = GFX->createStateBlock(d);
  109. //
  110. d.cullMode = GFXCullCW;
  111. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  112. add_refl_zb_SB = GFX->createStateBlock(d);
  113. // subtractive
  114. d.blendSrc = GFXBlendZero;
  115. d.blendDest = GFXBlendInvSrcColor;
  116. //
  117. d.cullMode = GFXCullCCW;
  118. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  119. sub_norefl_zb_SB = GFX->createStateBlock(d);
  120. //
  121. d.cullMode = GFXCullCW;
  122. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  123. sub_refl_zb_SB = GFX->createStateBlock(d);
  124. shader_consts = zodiac_shader->getShader()->allocConstBuffer();
  125. projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView");
  126. color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor");
  127. }
  128. void afxZodiacGroundPlaneRenderer::clear()
  129. {
  130. Parent::clear();
  131. groundPlane_zodiacs.clear();
  132. }
  133. void afxZodiacGroundPlaneRenderer::addZodiac(U32 zode_idx, const Point3F& pos, F32 ang, const GroundPlane* gp, F32 camDist)
  134. {
  135. groundPlane_zodiacs.increment();
  136. GroundPlaneZodiacElem& elem = groundPlane_zodiacs.last();
  137. elem.gp = gp;
  138. elem.zode_idx = zode_idx;
  139. elem.ang = ang;
  140. elem.camDist = camDist;
  141. }
  142. afxZodiacGroundPlaneRenderer* afxZodiacGroundPlaneRenderer::getMaster()
  143. {
  144. if (!master)
  145. master = new afxZodiacGroundPlaneRenderer;
  146. return master;
  147. }
  148. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  149. GFXStateBlock* afxZodiacGroundPlaneRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
  150. {
  151. GFXStateBlock* sb = 0;
  152. switch (blend)
  153. {
  154. case afxZodiacData::BLEND_ADDITIVE:
  155. sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
  156. break;
  157. case afxZodiacData::BLEND_SUBTRACTIVE:
  158. sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
  159. break;
  160. default: // afxZodiacData::BLEND_NORMAL:
  161. sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
  162. break;
  163. }
  164. return sb;
  165. }
  166. void afxZodiacGroundPlaneRenderer::render(SceneRenderState* state)
  167. {
  168. PROFILE_SCOPE(afxRenderZodiacGroundPlaneMgr_render);
  169. // Early out if no ground-plane zodiacs to draw.
  170. if (groundPlane_zodiacs.size() == 0)
  171. return;
  172. initShader();
  173. if (!zodiac_shader)
  174. return;
  175. bool is_reflect_pass = state->isReflectPass();
  176. // Automagically save & restore our viewport and transforms.
  177. GFXTransformSaver saver;
  178. MatrixF proj = GFX->getProjectionMatrix();
  179. // Set up world transform
  180. MatrixF world = GFX->getWorldMatrix();
  181. proj.mul(world);
  182. shader_consts->set(projection_sc, proj);
  183. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
  184. // RENDER EACH ZODIAC
  185. //
  186. for (S32 zz = 0; zz < groundPlane_zodiacs.size(); zz++)
  187. {
  188. GroundPlaneZodiacElem& elem = groundPlane_zodiacs[zz];
  189. afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
  190. if (!zode)
  191. continue;
  192. if (is_reflect_pass)
  193. {
  194. //if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
  195. continue;
  196. }
  197. else
  198. {
  199. if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
  200. continue;
  201. }
  202. F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
  203. if (fadebias < 0.01f)
  204. continue;
  205. F32 cos_ang = mCos(elem.ang);
  206. F32 sin_ang = mSin(elem.ang);
  207. GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
  208. GFX->setShader(zodiac_shader->getShader());
  209. GFX->setStateBlock(sb);
  210. GFX->setShaderConstBuffer(shader_consts);
  211. // set the texture
  212. GFX->setTexture(0, *zode->txr);
  213. LinearColorF zode_color = (LinearColorF)zode->color;
  214. zode_color.alpha *= fadebias;
  215. shader_consts->set(color_sc, zode_color);
  216. F32 rad_xy = zode->radius_xy;
  217. F32 inv_radius = 1.0f/rad_xy;
  218. F32 offset_xy = mSqrt(2*rad_xy*rad_xy);
  219. F32 zx = zode->pos.x;
  220. F32 zy = zode->pos.y;
  221. F32 z = 0.00001f;
  222. Point3F verts[4];
  223. verts[0].set(zx+offset_xy, zy+offset_xy, z);
  224. verts[1].set(zx-offset_xy, zy+offset_xy, z);
  225. verts[2].set(zx-offset_xy, zy-offset_xy, z);
  226. verts[3].set(zx+offset_xy, zy-offset_xy, z);
  227. S32 vertind[6];
  228. vertind[0] = 2;
  229. vertind[1] = 1;
  230. vertind[2] = 0;
  231. vertind[3] = 3;
  232. vertind[4] = 2;
  233. vertind[5] = 0;
  234. PrimBuild::begin(GFXTriangleList, 6);
  235. for (U32 i = 0; i < 2; i++)
  236. {
  237. for (U32 j = 0; j < 3; j++)
  238. {
  239. const Point3F& vtx = verts[vertind[i*3+j]];
  240. // compute UV
  241. F32 u1 = (vtx.x - zode->pos.x)*inv_radius;
  242. F32 v1 = (vtx.y - zode->pos.y)*inv_radius;
  243. F32 ru1 = u1*cos_ang - v1*sin_ang;
  244. F32 rv1 = u1*sin_ang + v1*cos_ang;
  245. F32 uu = (ru1 + 1.0f)/2.0f;
  246. F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
  247. PrimBuild::texCoord2f(uu, vv);
  248. PrimBuild::vertex3fv(vtx);
  249. }
  250. }
  251. PrimBuild::end(false);
  252. }
  253. }
  254. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//