afxZodiacMeshRoadRenderer_T3D.cpp 9.1 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/afxZodiacMeshRoadRenderer_T3D.h"
  33. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  34. const RenderInstType afxZodiacMeshRoadRenderer::RIT_MeshRoadZodiac("MeshRoadZodiac");
  35. afxZodiacMeshRoadRenderer* afxZodiacMeshRoadRenderer::master = 0;
  36. IMPLEMENT_CONOBJECT(afxZodiacMeshRoadRenderer);
  37. ConsoleDocClass( afxZodiacMeshRoadRenderer,
  38. "@brief A render bin for zodiac rendering on MeshRoad objects.\n\n"
  39. "This bin renders instances of AFX zodiac effects onto MeshRoad surfaces.\n\n"
  40. "@ingroup RenderBin\n"
  41. "@ingroup AFX\n"
  42. );
  43. afxZodiacMeshRoadRenderer::afxZodiacMeshRoadRenderer()
  44. : RenderBinManager(RIT_MeshRoadZodiac, 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. afxZodiacMeshRoadRenderer::afxZodiacMeshRoadRenderer(F32 renderOrder, F32 processAddOrder)
  55. : RenderBinManager(RIT_MeshRoadZodiac, 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. afxZodiacMeshRoadRenderer::~afxZodiacMeshRoadRenderer()
  66. {
  67. if (this == master)
  68. master = 0;
  69. }
  70. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  71. void afxZodiacMeshRoadRenderer::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::getMeshRoadZodiacShader();
  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 afxZodiacMeshRoadRenderer::clear()
  136. {
  137. Parent::clear();
  138. for (S32 i = 0; i < meshRoad_zodiacs.size(); i++)
  139. if (meshRoad_zodiacs[i].polys)
  140. delete meshRoad_zodiacs[i].polys;
  141. meshRoad_zodiacs.clear();
  142. }
  143. void afxZodiacMeshRoadRenderer::addZodiac(U32 zode_idx, ConcretePolyList* polys, const Point3F& pos, F32 ang, const MeshRoad* road, F32 camDist)
  144. {
  145. meshRoad_zodiacs.increment();
  146. MeshRoadZodiacElem& elem = meshRoad_zodiacs.last();
  147. elem.road = road;
  148. elem.polys = polys;
  149. elem.zode_idx = zode_idx;
  150. elem.ang = ang;
  151. elem.camDist = camDist;
  152. }
  153. afxZodiacMeshRoadRenderer* afxZodiacMeshRoadRenderer::getMaster()
  154. {
  155. if (!master)
  156. master = new afxZodiacMeshRoadRenderer;
  157. return master;
  158. }
  159. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  160. GFXStateBlock* afxZodiacMeshRoadRenderer::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 afxZodiacMeshRoadRenderer::render(SceneRenderState* state)
  178. {
  179. PROFILE_SCOPE(afxRenderZodiacMeshRoadMgr_render);
  180. // Early out if no ground-plane zodiacs to draw.
  181. if (meshRoad_zodiacs.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 < meshRoad_zodiacs.size(); zz++)
  198. {
  199. MeshRoadZodiacElem& elem = meshRoad_zodiacs[zz];
  200. afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
  201. if (!zode)
  202. continue;
  203. if (is_reflect_pass)
  204. {
  205. if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
  206. continue;
  207. }
  208. else
  209. {
  210. if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
  211. continue;
  212. }
  213. F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
  214. if (fadebias < 0.01f)
  215. continue;
  216. F32 cos_ang = mCos(elem.ang);
  217. F32 sin_ang = mSin(elem.ang);
  218. GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
  219. GFX->setShader(zodiac_shader->getShader());
  220. GFX->setStateBlock(sb);
  221. GFX->setShaderConstBuffer(shader_consts);
  222. // set the texture
  223. GFX->setTexture(0, *zode->txr);
  224. LinearColorF zode_color = (LinearColorF)zode->color;
  225. zode_color.alpha *= fadebias;
  226. shader_consts->set(color_sc, zode_color);
  227. F32 inv_radius = 1.0f/zode->radius_xy;
  228. PrimBuild::begin(GFXTriangleList, 3*elem.polys->mPolyList.size());
  229. for (U32 i = 0; i < elem.polys->mPolyList.size(); i++)
  230. {
  231. ConcretePolyList::Poly* poly = &elem.polys->mPolyList[i];
  232. S32 vertind[3];
  233. vertind[0] = elem.polys->mIndexList[poly->vertexStart];
  234. vertind[1] = elem.polys->mIndexList[poly->vertexStart + 1];
  235. vertind[2] = elem.polys->mIndexList[poly->vertexStart + 2];
  236. for (U32 j = 0; j < 3; j++)
  237. {
  238. Point3F vtx = elem.polys->mVertexList[vertind[j]];
  239. // compute UV
  240. F32 u1 = (vtx.x - zode->pos.x)*inv_radius;
  241. F32 v1 = (vtx.y - zode->pos.y)*inv_radius;
  242. F32 ru1 = u1*cos_ang - v1*sin_ang;
  243. F32 rv1 = u1*sin_ang + v1*cos_ang;
  244. F32 uu = (ru1 + 1.0f)/2.0f;
  245. F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
  246. PrimBuild::texCoord2f(uu, vv);
  247. PrimBuild::vertex3fv(vtx);
  248. }
  249. }
  250. PrimBuild::end(false);
  251. }
  252. }
  253. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//