afxZodiacTerrainRenderer_T3D.cpp 10.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344
  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. }
  57. afxZodiacTerrainRenderer::afxZodiacTerrainRenderer(F32 renderOrder, F32 processAddOrder)
  58. : RenderBinManager(RIT_TerrainZodiac, renderOrder, processAddOrder)
  59. {
  60. if (!master)
  61. master = this;
  62. shader_initialized = false;
  63. }
  64. afxZodiacTerrainRenderer::~afxZodiacTerrainRenderer()
  65. {
  66. if (this == master)
  67. master = 0;
  68. }
  69. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  70. void afxZodiacTerrainRenderer::initShader()
  71. {
  72. if (shader_initialized)
  73. return;
  74. shader_initialized = true;
  75. shader_consts = 0;
  76. norm_norefl_zb_SB = norm_refl_zb_SB;
  77. add_norefl_zb_SB = add_refl_zb_SB;
  78. sub_norefl_zb_SB = sub_refl_zb_SB;
  79. zodiac_shader = afxZodiacMgr::getTerrainZodiacShader();
  80. if (!zodiac_shader)
  81. return;
  82. GFXStateBlockDesc d;
  83. d.cullDefined = true;
  84. d.ffLighting = false;
  85. d.blendDefined = true;
  86. d.blendEnable = true;
  87. d.zDefined = false;
  88. d.zEnable = true;
  89. d.zWriteEnable = false;
  90. d.zFunc = GFXCmpLessEqual;
  91. d.zSlopeBias = 0;
  92. d.alphaDefined = true;
  93. d.alphaTestEnable = true;
  94. d.alphaTestRef = 0;
  95. d.alphaTestFunc = GFXCmpGreater;
  96. d.samplersDefined = true;
  97. d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
  98. // normal
  99. d.blendSrc = GFXBlendSrcAlpha;
  100. d.blendDest = GFXBlendInvSrcAlpha;
  101. //
  102. d.cullMode = GFXCullCCW;
  103. d.zBias = arcaneFX::sTerrainZodiacZBias;
  104. norm_norefl_zb_SB = GFX->createStateBlock(d);
  105. //
  106. d.cullMode = GFXCullCW;
  107. d.zBias = arcaneFX::sTerrainZodiacZBias;
  108. norm_refl_zb_SB = GFX->createStateBlock(d);
  109. // additive
  110. d.blendSrc = GFXBlendSrcAlpha;
  111. d.blendDest = GFXBlendOne;
  112. //
  113. d.cullMode = GFXCullCCW;
  114. d.zBias = arcaneFX::sTerrainZodiacZBias;
  115. add_norefl_zb_SB = GFX->createStateBlock(d);
  116. //
  117. d.cullMode = GFXCullCW;
  118. d.zBias = arcaneFX::sTerrainZodiacZBias;
  119. add_refl_zb_SB = GFX->createStateBlock(d);
  120. // subtractive
  121. d.blendSrc = GFXBlendZero;
  122. d.blendDest = GFXBlendInvSrcColor;
  123. //
  124. d.cullMode = GFXCullCCW;
  125. d.zBias = arcaneFX::sTerrainZodiacZBias;
  126. sub_norefl_zb_SB = GFX->createStateBlock(d);
  127. //
  128. d.cullMode = GFXCullCW;
  129. d.zBias = arcaneFX::sTerrainZodiacZBias;
  130. sub_refl_zb_SB = GFX->createStateBlock(d);
  131. shader_consts = zodiac_shader->getShader()->allocConstBuffer();
  132. projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView");
  133. color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor");
  134. }
  135. void afxZodiacTerrainRenderer::clear()
  136. {
  137. Parent::clear();
  138. terrain_zodes.clear();
  139. }
  140. void afxZodiacTerrainRenderer::addZodiac(U32 zode_idx, const Point3F& pos, F32 ang,
  141. const TerrainBlock* block, const TerrCell* cell,
  142. const MatrixF& mRenderObjToWorld, F32 camDist)
  143. {
  144. terrain_zodes.increment();
  145. TerrainZodiacElem& elem = terrain_zodes.last();
  146. elem.block = block;
  147. elem.cell = cell;
  148. elem.zode_idx = zode_idx;
  149. elem.ang = ang;
  150. elem.mRenderObjToWorld = mRenderObjToWorld;
  151. elem.camDist = camDist;
  152. }
  153. afxZodiacTerrainRenderer* afxZodiacTerrainRenderer::getMaster()
  154. {
  155. if (!master)
  156. master = new afxZodiacTerrainRenderer;
  157. return master;
  158. }
  159. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  160. GFXStateBlock* afxZodiacTerrainRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
  161. {
  162. GFXStateBlock* sb = 0;
  163. switch (blend)
  164. {
  165. case afxZodiacData::BLEND_ADDITIVE:
  166. sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
  167. break;
  168. case afxZodiacData::BLEND_SUBTRACTIVE:
  169. sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
  170. break;
  171. default: // afxZodiacData::BLEND_NORMAL:
  172. sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
  173. break;
  174. }
  175. return sb;
  176. }
  177. void afxZodiacTerrainRenderer::render(SceneRenderState* state)
  178. {
  179. PROFILE_SCOPE(afxRenderZodiacTerrainMgr_render);
  180. // Early out if no terrain zodiacs to draw.
  181. if (terrain_zodes.size() == 0)
  182. return;
  183. initShader();
  184. if (!zodiac_shader)
  185. return;
  186. bool is_reflect_pass = state->isReflectPass();
  187. // Automagically save & restore our viewport and transforms.
  188. GFXTransformSaver saver;
  189. MatrixF proj = GFX->getProjectionMatrix();
  190. // Set up world transform
  191. MatrixF world = GFX->getWorldMatrix();
  192. proj.mul(world);
  193. shader_consts->set(projection_sc, proj);
  194. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
  195. // RENDER EACH ZODIAC
  196. //
  197. for (S32 zz = 0; zz < terrain_zodes.size(); zz++)
  198. {
  199. TerrainZodiacElem& elem = terrain_zodes[zz];
  200. TerrainBlock* block = (TerrainBlock*) elem.block;
  201. afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
  202. if (!zode)
  203. continue;
  204. if (is_reflect_pass)
  205. {
  206. if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
  207. continue;
  208. }
  209. else
  210. {
  211. if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
  212. continue;
  213. }
  214. F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
  215. if (fadebias < 0.01f)
  216. continue;
  217. F32 cos_ang = mCos(elem.ang);
  218. F32 sin_ang = mSin(elem.ang);
  219. GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
  220. GFX->setShader(zodiac_shader->getShader());
  221. GFX->setStateBlock(sb);
  222. GFX->setShaderConstBuffer(shader_consts);
  223. // set the texture
  224. GFX->setTexture(0, *zode->txr);
  225. LinearColorF zode_color = (LinearColorF)zode->color;
  226. zode_color.alpha *= fadebias;
  227. shader_consts->set(color_sc, zode_color);
  228. Point3F half_size(zode->radius_xy,zode->radius_xy,zode->radius_xy);
  229. F32 inv_radius = 1.0f/zode->radius_xy;
  230. GFXPrimitive cell_prim;
  231. GFXVertexBufferHandle<TerrVertex> cell_verts;
  232. GFXPrimitiveBufferHandle primBuff;
  233. elem.cell->getRenderPrimitive(&cell_prim, &cell_verts, &primBuff);
  234. U32 n_nonskirt_tris = TerrCellSpy::getMinCellSize()*TerrCellSpy::getMinCellSize()*2;
  235. const Point3F* verts = ((TerrCell*)elem.cell)->getZodiacVertexBuffer();
  236. const U16 *tris = block->getZodiacPrimitiveBuffer();
  237. if (!tris)
  238. continue;
  239. PrimBuild::begin(GFXTriangleList, 3*n_nonskirt_tris);
  240. /////////////////////////////////
  241. U32 n_overlapping_tris = 0;
  242. U32 idx = 0;
  243. for (U32 i = 0; i < n_nonskirt_tris; i++)
  244. {
  245. Point3F tri_v[3];
  246. tri_v[0] = verts[tris[idx++]];
  247. tri_v[1] = verts[tris[idx++]];
  248. tri_v[2] = verts[tris[idx++]];
  249. elem.mRenderObjToWorld.mulP(tri_v[0]);
  250. elem.mRenderObjToWorld.mulP(tri_v[1]);
  251. elem.mRenderObjToWorld.mulP(tri_v[2]);
  252. if (!afxTriBoxOverlap2D(zode->pos, half_size, tri_v[0], tri_v[1], tri_v[2]))
  253. continue;
  254. n_overlapping_tris++;
  255. for (U32 j = 0; j < 3; j++)
  256. {
  257. // compute UV
  258. F32 u1 = (tri_v[j].x - zode->pos.x)*inv_radius;
  259. F32 v1 = (tri_v[j].y - zode->pos.y)*inv_radius;
  260. F32 ru1 = u1*cos_ang - v1*sin_ang;
  261. F32 rv1 = u1*sin_ang + v1*cos_ang;
  262. F32 uu = (ru1 + 1.0f)/2.0f;
  263. F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
  264. PrimBuild::texCoord2f(uu, vv);
  265. PrimBuild::vertex3fv(tri_v[j]);
  266. }
  267. }
  268. /////////////////////////////////
  269. PrimBuild::end(false);
  270. }
  271. //
  272. // RENDER EACH ZODIAC
  273. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
  274. }
  275. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//