afxZodiacGroundPlaneRenderer_T3D.cpp 9.2 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. zodiac_shader = NULL;
  50. shader_consts = NULL;
  51. projection_sc = NULL;
  52. color_sc = NULL;
  53. }
  54. afxZodiacGroundPlaneRenderer::afxZodiacGroundPlaneRenderer(F32 renderOrder, F32 processAddOrder)
  55. : RenderBinManager(RIT_GroundPlaneZodiac, 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. afxZodiacGroundPlaneRenderer::~afxZodiacGroundPlaneRenderer()
  66. {
  67. if (this == master)
  68. master = 0;
  69. }
  70. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  71. void afxZodiacGroundPlaneRenderer::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::getGroundPlaneZodiacShader();
  81. if (!zodiac_shader)
  82. return;
  83. GFXStateBlockDesc d;
  84. d.cullDefined = true;
  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::sPolysoupZodiacZBias;
  104. norm_norefl_zb_SB = GFX->createStateBlock(d);
  105. //
  106. d.cullMode = GFXCullCW;
  107. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  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::sPolysoupZodiacZBias;
  115. add_norefl_zb_SB = GFX->createStateBlock(d);
  116. //
  117. d.cullMode = GFXCullCW;
  118. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  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::sPolysoupZodiacZBias;
  126. sub_norefl_zb_SB = GFX->createStateBlock(d);
  127. //
  128. d.cullMode = GFXCullCW;
  129. d.zBias = arcaneFX::sPolysoupZodiacZBias;
  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 afxZodiacGroundPlaneRenderer::clear()
  136. {
  137. Parent::clear();
  138. groundPlane_zodiacs.clear();
  139. }
  140. void afxZodiacGroundPlaneRenderer::addZodiac(U32 zode_idx, const Point3F& pos, F32 ang, const GroundPlane* gp, F32 camDist)
  141. {
  142. groundPlane_zodiacs.increment();
  143. GroundPlaneZodiacElem& elem = groundPlane_zodiacs.last();
  144. elem.gp = gp;
  145. elem.zode_idx = zode_idx;
  146. elem.ang = ang;
  147. elem.camDist = camDist;
  148. }
  149. afxZodiacGroundPlaneRenderer* afxZodiacGroundPlaneRenderer::getMaster()
  150. {
  151. if (!master)
  152. master = new afxZodiacGroundPlaneRenderer;
  153. return master;
  154. }
  155. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  156. GFXStateBlock* afxZodiacGroundPlaneRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
  157. {
  158. GFXStateBlock* sb = 0;
  159. switch (blend)
  160. {
  161. case afxZodiacData::BLEND_ADDITIVE:
  162. sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
  163. break;
  164. case afxZodiacData::BLEND_SUBTRACTIVE:
  165. sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
  166. break;
  167. default: // afxZodiacData::BLEND_NORMAL:
  168. sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
  169. break;
  170. }
  171. return sb;
  172. }
  173. void afxZodiacGroundPlaneRenderer::render(SceneRenderState* state)
  174. {
  175. PROFILE_SCOPE(afxRenderZodiacGroundPlaneMgr_render);
  176. // Early out if no ground-plane zodiacs to draw.
  177. if (groundPlane_zodiacs.size() == 0)
  178. return;
  179. initShader();
  180. if (!zodiac_shader)
  181. return;
  182. bool is_reflect_pass = state->isReflectPass();
  183. // Automagically save & restore our viewport and transforms.
  184. GFXTransformSaver saver;
  185. MatrixF proj = GFX->getProjectionMatrix();
  186. // Set up world transform
  187. MatrixF world = GFX->getWorldMatrix();
  188. proj.mul(world);
  189. shader_consts->set(projection_sc, proj);
  190. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
  191. // RENDER EACH ZODIAC
  192. //
  193. for (S32 zz = 0; zz < groundPlane_zodiacs.size(); zz++)
  194. {
  195. GroundPlaneZodiacElem& elem = groundPlane_zodiacs[zz];
  196. afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
  197. if (!zode)
  198. continue;
  199. if (is_reflect_pass)
  200. {
  201. //if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
  202. continue;
  203. }
  204. else
  205. {
  206. if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
  207. continue;
  208. }
  209. F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
  210. if (fadebias < 0.01f)
  211. continue;
  212. F32 cos_ang = mCos(elem.ang);
  213. F32 sin_ang = mSin(elem.ang);
  214. GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
  215. GFX->setShader(zodiac_shader->getShader());
  216. GFX->setStateBlock(sb);
  217. GFX->setShaderConstBuffer(shader_consts);
  218. // set the texture
  219. GFX->setTexture(0, *zode->txr);
  220. LinearColorF zode_color = (LinearColorF)zode->color;
  221. zode_color.alpha *= fadebias;
  222. shader_consts->set(color_sc, zode_color);
  223. F32 rad_xy = zode->radius_xy;
  224. F32 inv_radius = 1.0f/rad_xy;
  225. F32 offset_xy = mSqrt(2*rad_xy*rad_xy);
  226. F32 zx = zode->pos.x;
  227. F32 zy = zode->pos.y;
  228. F32 z = 0.00001f;
  229. Point3F verts[4];
  230. verts[0].set(zx+offset_xy, zy+offset_xy, z);
  231. verts[1].set(zx-offset_xy, zy+offset_xy, z);
  232. verts[2].set(zx-offset_xy, zy-offset_xy, z);
  233. verts[3].set(zx+offset_xy, zy-offset_xy, z);
  234. S32 vertind[6];
  235. vertind[0] = 2;
  236. vertind[1] = 1;
  237. vertind[2] = 0;
  238. vertind[3] = 3;
  239. vertind[4] = 2;
  240. vertind[5] = 0;
  241. PrimBuild::begin(GFXTriangleList, 6);
  242. for (U32 i = 0; i < 2; i++)
  243. {
  244. for (U32 j = 0; j < 3; j++)
  245. {
  246. const Point3F& vtx = verts[vertind[i*3+j]];
  247. // compute UV
  248. F32 u1 = (vtx.x - zode->pos.x)*inv_radius;
  249. F32 v1 = (vtx.y - zode->pos.y)*inv_radius;
  250. F32 ru1 = u1*cos_ang - v1*sin_ang;
  251. F32 rv1 = u1*sin_ang + v1*cos_ang;
  252. F32 uu = (ru1 + 1.0f)/2.0f;
  253. F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
  254. PrimBuild::texCoord2f(uu, vv);
  255. PrimBuild::vertex3fv(vtx);
  256. }
  257. }
  258. PrimBuild::end(false);
  259. }
  260. }
  261. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//