basicClouds.cpp 12 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "platform/profiler.h"
  24. #include "console/consoleTypes.h"
  25. #include "basicClouds.h"
  26. #include "gfx/gfxTransformSaver.h"
  27. #include "gfx/gfxTextureManager.h"
  28. #include "core/stream/fileStream.h"
  29. #include "core/stream/bitStream.h"
  30. #include "scene/sceneRenderState.h"
  31. #include "renderInstance/renderPassManager.h"
  32. #include "materials/shaderData.h"
  33. #include "math/mathIO.h"
  34. ConsoleDocClass( BasicClouds,
  35. "@brief Renders up to three layers of scrolling cloud-cover textures overhead.\n\n"
  36. "%BasicClouds always renders overhead, following the camera. It is intended "
  37. "as part of the background of your level, rendering in front of Sky/Sun "
  38. "type objects and behind everything else.\n\n"
  39. "The parameters controlling the rendering of each texture are refered to "
  40. "and grouped as 'layers'. They are rendered in sequential order, so, layer 1 "
  41. "obscures layer 0, and so on.\n\n"
  42. "BasicClouds is not affected by scene lighting and is therefore not appropriate "
  43. "for scenes in which lighting radically changes, such as day/night.\n\n"
  44. "@ingroup Atmosphere"
  45. );
  46. U32 BasicClouds::smVertStride = 50;
  47. U32 BasicClouds::smStrideMinusOne = 49;
  48. U32 BasicClouds::smVertCount = 50 * 50;
  49. U32 BasicClouds::smTriangleCount = smStrideMinusOne * smStrideMinusOne * 2;
  50. BasicClouds::BasicClouds()
  51. {
  52. mTypeMask |= EnvironmentObjectType | StaticObjectType;
  53. mNetFlags.set(Ghostable | ScopeAlways);
  54. mTimeSC = NULL;
  55. mModelViewProjSC = NULL;
  56. mTexScaleSC = NULL;
  57. mTexDirectionSC = NULL;
  58. mTexOffsetSC = NULL;
  59. mDiffuseMapSC = NULL;
  60. mLayerEnabled[0] = true;
  61. mLayerEnabled[1] = true;
  62. mLayerEnabled[2] = true;
  63. // Default textures are assigned by the ObjectBuilderGui.
  64. //mTexName[0] = "art/skies/clouds/cloud1";
  65. //mTexName[1] = "art/skies/clouds/cloud2";
  66. //mTexName[2] = "art/skies/clouds/cloud3";
  67. mHeight[0] = 4.0f;
  68. mHeight[1] = 3.0f;
  69. mHeight[2] = 2.0f;
  70. mTexSpeed[0] = 0.0005f;
  71. mTexSpeed[1] = 0.001f;
  72. mTexSpeed[2] = 0.0003f;
  73. mTexScale[0] = 1.0;
  74. mTexScale[1] = 1.0;
  75. mTexScale[2] = 1.0;
  76. mTexDirection[0].set( 1.0f, 0.0f );
  77. mTexDirection[1].set( 1.0f, 0.0f );
  78. mTexDirection[2].set( 1.0f, 0.0f );
  79. mTexOffset[0].set( 0.5f, 0.5f );
  80. mTexOffset[1].set( 0.5f, 0.5f );
  81. mTexOffset[2].set( 0.5f, 0.5f );
  82. for (U32 i=0; i< TEX_COUNT;i++)
  83. INIT_IMAGEASSET_ARRAY(Texture, GFXStaticTextureSRGBProfile, i);
  84. }
  85. IMPLEMENT_CO_NETOBJECT_V1( BasicClouds );
  86. // ConsoleObject...
  87. bool BasicClouds::onAdd()
  88. {
  89. if ( !Parent::onAdd() )
  90. return false;
  91. setGlobalBounds();
  92. resetWorldBox();
  93. addToScene();
  94. if ( isClientObject() )
  95. {
  96. _initTexture();
  97. _initBuffers();
  98. // Find ShaderData
  99. ShaderData *shaderData;
  100. mShader = Sim::findObject( "BasicCloudsShader", shaderData ) ? shaderData->getShader() : NULL;
  101. if ( !mShader )
  102. {
  103. Con::errorf( "BasicClouds::onAdd - could not find BasicCloudsShader" );
  104. return false;
  105. }
  106. // Create ShaderConstBuffer and Handles
  107. mShaderConsts = mShader->allocConstBuffer();
  108. mModelViewProjSC = mShader->getShaderConstHandle( "$modelView" );
  109. mTimeSC = mShader->getShaderConstHandle( "$accumTime" );
  110. mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
  111. mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
  112. mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
  113. mDiffuseMapSC = mShader->getShaderConstHandle( "$diffuseMap" );
  114. // Create StateBlocks
  115. GFXStateBlockDesc desc;
  116. desc.setCullMode( GFXCullNone );
  117. desc.setBlend( true );
  118. desc.setZReadWrite( true, false );
  119. desc.samplersDefined = true;
  120. desc.samplers[0].addressModeU = GFXAddressWrap;
  121. desc.samplers[0].addressModeV = GFXAddressWrap;
  122. desc.samplers[0].addressModeW = GFXAddressWrap;
  123. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  124. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  125. desc.samplers[0].mipFilter = GFXTextureFilterLinear;
  126. mStateblock = GFX->createStateBlock( desc );
  127. }
  128. return true;
  129. }
  130. void BasicClouds::onRemove()
  131. {
  132. removeFromScene();
  133. Parent::onRemove();
  134. }
  135. void BasicClouds::initPersistFields()
  136. {
  137. addGroup( "BasicClouds" );
  138. addArray( "Layers", TEX_COUNT );
  139. addField( "layerEnabled", TypeBool, Offset( mLayerEnabled, BasicClouds ), TEX_COUNT,
  140. "Enable or disable rendering of this layer." );
  141. INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, TEX_COUNT, BasicClouds, "Texture for this layer.");
  142. addField( "texScale", TypeF32, Offset( mTexScale, BasicClouds ), TEX_COUNT,
  143. "Texture repeat for this layer." );
  144. addField( "texDirection", TypePoint2F, Offset( mTexDirection, BasicClouds ), TEX_COUNT,
  145. "Texture scroll direction for this layer, relative to the world axis." );
  146. addField( "texSpeed", TypeF32, Offset( mTexSpeed, BasicClouds ), TEX_COUNT,
  147. "Texture scroll speed for this layer." );
  148. addField( "texOffset", TypePoint2F, Offset( mTexOffset, BasicClouds ), TEX_COUNT,
  149. "UV offset for this layer." );
  150. addField( "height", TypeF32, Offset( mHeight, BasicClouds ), TEX_COUNT,
  151. "Abstract number which controls the curvature and height of the dome mesh" );
  152. endArray( "Layers" );
  153. endGroup( "BasicClouds" );
  154. Parent::initPersistFields();
  155. }
  156. void BasicClouds::inspectPostApply()
  157. {
  158. Parent::inspectPostApply();
  159. setMaskBits( BasicCloudsMask );
  160. }
  161. // NetObject...
  162. U32 BasicClouds::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
  163. {
  164. U32 retMask = Parent::packUpdate( conn, mask, stream );
  165. for ( U32 i = 0; i < TEX_COUNT; i++ )
  166. {
  167. stream->writeFlag( mLayerEnabled[i] );
  168. PACK_ASSET_ARRAY(conn, Texture, i);
  169. stream->write( mTexScale[i] );
  170. mathWrite( *stream, mTexDirection[i] );
  171. stream->write( mTexSpeed[i] );
  172. mathWrite( *stream, mTexOffset[i] );
  173. stream->write( mHeight[i] );
  174. }
  175. return retMask;
  176. }
  177. void BasicClouds::unpackUpdate( NetConnection *conn, BitStream *stream )
  178. {
  179. Parent::unpackUpdate( conn, stream );
  180. for ( U32 i = 0; i < TEX_COUNT; i++ )
  181. {
  182. mLayerEnabled[i] = stream->readFlag();
  183. UNPACK_ASSET_ARRAY(conn, Texture, i);
  184. stream->read( &mTexScale[i] );
  185. mathRead( *stream, &mTexDirection[i] );
  186. stream->read( &mTexSpeed[i] );
  187. mathRead( *stream, &mTexOffset[i] );
  188. stream->read( &mHeight[i] );
  189. }
  190. if ( isProperlyAdded() )
  191. {
  192. // We could check if the height or texture have actually changed.
  193. _initBuffers();
  194. _initTexture();
  195. }
  196. }
  197. // SceneObject...
  198. void BasicClouds::prepRenderImage( SceneRenderState *state )
  199. {
  200. PROFILE_SCOPE( BasicClouds_prepRenderImage );
  201. bool isEnabled = false;
  202. for ( U32 i = 0; i < TEX_COUNT; i++ )
  203. {
  204. if ( mLayerEnabled[i] )
  205. {
  206. isEnabled = true;
  207. break;
  208. }
  209. }
  210. if ( !isEnabled )
  211. return;
  212. // This should be sufficient for most objects that don't manage zones, and
  213. // don't need to return a specialized RenderImage...
  214. ObjectRenderInst *ri = state->getRenderPass()->allocInst< ObjectRenderInst >();
  215. ri->renderDelegate.bind( this, &BasicClouds::renderObject );
  216. ri->type = RenderPassManager::RIT_Sky;
  217. ri->defaultKey = 0;
  218. ri->defaultKey2 = 0;
  219. state->getRenderPass()->addInst( ri );
  220. }
  221. void BasicClouds::renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi )
  222. {
  223. GFXTransformSaver saver;
  224. Point3F camPos = state->getCameraPosition();
  225. MatrixF xfm(true);
  226. xfm.setPosition(camPos);
  227. GFX->multWorld(xfm);
  228. if ( state->isReflectPass() )
  229. GFX->setProjectionMatrix( state->getSceneManager()->getNonClipProjection() );
  230. GFX->setShader( mShader );
  231. GFX->setShaderConstBuffer( mShaderConsts );
  232. GFX->setStateBlock( mStateblock );
  233. MatrixF xform(GFX->getProjectionMatrix());
  234. xform *= GFX->getViewMatrix();
  235. xform *= GFX->getWorldMatrix();
  236. mShaderConsts->setSafe( mModelViewProjSC, xform );
  237. mShaderConsts->setSafe( mTimeSC, (F32)Sim::getCurrentTime() / 1000.0f );
  238. GFX->setPrimitiveBuffer( mPB );
  239. for ( U32 i = 0; i < TEX_COUNT; i++ )
  240. {
  241. if ( !mLayerEnabled[i] )
  242. continue;
  243. mShaderConsts->setSafe( mTexScaleSC, mTexScale[i] );
  244. mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
  245. mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );
  246. GFX->setTexture( mDiffuseMapSC->getSamplerRegister(), mTexture[i] );
  247. GFX->setVertexBuffer( mVB[i] );
  248. GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );
  249. }
  250. }
  251. // BasicClouds Internal Methods....
  252. void BasicClouds::_initTexture()
  253. {
  254. for ( U32 i = 0; i < TEX_COUNT; i++ )
  255. {
  256. if ( !mLayerEnabled[i] )
  257. {
  258. mTexture[i] = NULL;
  259. continue;
  260. }
  261. _setTexture(getTexture(i), i);
  262. }
  263. }
  264. void BasicClouds::_initBuffers()
  265. {
  266. // Primitive Buffer... Is shared for all Layers.
  267. mPB.set( GFX, smTriangleCount * 3, smTriangleCount, GFXBufferTypeStatic );
  268. U16 *pIdx = NULL;
  269. mPB.lock(&pIdx);
  270. U32 curIdx = 0;
  271. for ( U32 y = 0; y < smStrideMinusOne; y++ )
  272. {
  273. for ( U32 x = 0; x < smStrideMinusOne; x++ )
  274. {
  275. U32 offset = x + y * smVertStride;
  276. pIdx[curIdx] = offset;
  277. curIdx++;
  278. pIdx[curIdx] = offset + 1;
  279. curIdx++;
  280. pIdx[curIdx] = offset + smVertStride + 1;
  281. curIdx++;
  282. pIdx[curIdx] = offset;
  283. curIdx++;
  284. pIdx[curIdx] = offset + smVertStride + 1;
  285. curIdx++;
  286. pIdx[curIdx] = offset + smVertStride;
  287. curIdx++;
  288. }
  289. }
  290. mPB.unlock();
  291. // Vertex Buffer...
  292. // Each layer has their own so they can be at different heights.
  293. for ( U32 i = 0; i < TEX_COUNT; i++ )
  294. {
  295. Point3F vertScale( 16.0f, 16.0f, mHeight[i] );
  296. F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
  297. mVB[i].set( GFX, smVertCount, GFXBufferTypeStatic );
  298. GFXVertexPT *pVert = mVB[i].lock();
  299. for ( U32 y = 0; y < smVertStride; y++ )
  300. {
  301. F32 v = ( (F32)y / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
  302. for ( U32 x = 0; x < smVertStride; x++ )
  303. {
  304. F32 u = ( (F32)x / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
  305. F32 sx = u;
  306. F32 sy = v;
  307. F32 sz = mCos( mSqrt( sx*sx + sy*sy ) ) + zOffset;
  308. pVert->point.set( sx, sy, sz );
  309. pVert->point *= vertScale;
  310. pVert->texCoord.set( u, v );
  311. pVert++;
  312. }
  313. }
  314. mVB[i].unlock();
  315. }
  316. }