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- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
- // Copyright (C) 2015 Faust Logic, Inc.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #include "afx/arcaneFX.h"
- #include "materials/shaderData.h"
- #include "gfx/gfxTransformSaver.h"
- #include "scene/sceneRenderState.h"
- #include "collision/concretePolyList.h"
- #include "T3D/tsStatic.h"
- #include "gfx/primBuilder.h"
- #include "afx/ce/afxZodiacMgr.h"
- #include "afx/afxZodiacMeshRoadRenderer_T3D.h"
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- const RenderInstType afxZodiacMeshRoadRenderer::RIT_MeshRoadZodiac("MeshRoadZodiac");
- afxZodiacMeshRoadRenderer* afxZodiacMeshRoadRenderer::master = 0;
- IMPLEMENT_CONOBJECT(afxZodiacMeshRoadRenderer);
- ConsoleDocClass( afxZodiacMeshRoadRenderer,
- "@brief A render bin for zodiac rendering on MeshRoad objects.\n\n"
- "This bin renders instances of AFX zodiac effects onto MeshRoad surfaces.\n\n"
- "@ingroup RenderBin\n"
- "@ingroup AFX\n"
- );
- afxZodiacMeshRoadRenderer::afxZodiacMeshRoadRenderer()
- : RenderBinManager(RIT_MeshRoadZodiac, 1.0f, 1.0f)
- {
- if (!master)
- master = this;
- shader_initialized = false;
- zodiac_shader = NULL;
- shader_consts = NULL;
- projection_sc = NULL;
- color_sc = NULL;
- }
- afxZodiacMeshRoadRenderer::afxZodiacMeshRoadRenderer(F32 renderOrder, F32 processAddOrder)
- : RenderBinManager(RIT_MeshRoadZodiac, renderOrder, processAddOrder)
- {
- if (!master)
- master = this;
- shader_initialized = false;
- zodiac_shader = NULL;
- shader_consts = NULL;
- projection_sc = NULL;
- color_sc = NULL;
- }
- afxZodiacMeshRoadRenderer::~afxZodiacMeshRoadRenderer()
- {
- if (this == master)
- master = 0;
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- void afxZodiacMeshRoadRenderer::initShader()
- {
- if (shader_initialized)
- return;
- shader_initialized = true;
- shader_consts = 0;
- norm_norefl_zb_SB = norm_refl_zb_SB;
- add_norefl_zb_SB = add_refl_zb_SB;
- sub_norefl_zb_SB = sub_refl_zb_SB;
- zodiac_shader = afxZodiacMgr::getMeshRoadZodiacShader();
- if (!zodiac_shader)
- return;
- GFXStateBlockDesc d;
- d.cullDefined = true;
- d.blendDefined = true;
- d.blendEnable = true;
- d.zDefined = false;
- d.zEnable = true;
- d.zWriteEnable = false;
- d.zFunc = GFXCmpLessEqual;
- d.zSlopeBias = 0;
- d.alphaDefined = true;
- d.alphaTestEnable = true;
- d.alphaTestRef = 0;
- d.alphaTestFunc = GFXCmpGreater;
- d.samplersDefined = true;
- d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
- // normal
- d.blendSrc = GFXBlendSrcAlpha;
- d.blendDest = GFXBlendInvSrcAlpha;
- //
- d.cullMode = GFXCullCCW;
- d.zBias = arcaneFX::sPolysoupZodiacZBias;
- norm_norefl_zb_SB = GFX->createStateBlock(d);
- //
- d.cullMode = GFXCullCW;
- d.zBias = arcaneFX::sPolysoupZodiacZBias;
- norm_refl_zb_SB = GFX->createStateBlock(d);
- // additive
- d.blendSrc = GFXBlendSrcAlpha;
- d.blendDest = GFXBlendOne;
- //
- d.cullMode = GFXCullCCW;
- d.zBias = arcaneFX::sPolysoupZodiacZBias;
- add_norefl_zb_SB = GFX->createStateBlock(d);
- //
- d.cullMode = GFXCullCW;
- d.zBias = arcaneFX::sPolysoupZodiacZBias;
- add_refl_zb_SB = GFX->createStateBlock(d);
- // subtractive
- d.blendSrc = GFXBlendZero;
- d.blendDest = GFXBlendInvSrcColor;
- //
- d.cullMode = GFXCullCCW;
- d.zBias = arcaneFX::sPolysoupZodiacZBias;
- sub_norefl_zb_SB = GFX->createStateBlock(d);
- //
- d.cullMode = GFXCullCW;
- d.zBias = arcaneFX::sPolysoupZodiacZBias;
- sub_refl_zb_SB = GFX->createStateBlock(d);
- shader_consts = zodiac_shader->getShader()->allocConstBuffer();
- projection_sc = zodiac_shader->getShader()->getShaderConstHandle("$modelView");
- color_sc = zodiac_shader->getShader()->getShaderConstHandle("$zodiacColor");
- }
- void afxZodiacMeshRoadRenderer::clear()
- {
- Parent::clear();
- for (S32 i = 0; i < meshRoad_zodiacs.size(); i++)
- if (meshRoad_zodiacs[i].polys)
- delete meshRoad_zodiacs[i].polys;
- meshRoad_zodiacs.clear();
- }
- void afxZodiacMeshRoadRenderer::addZodiac(U32 zode_idx, ConcretePolyList* polys, const Point3F& pos, F32 ang, const MeshRoad* road, F32 camDist)
- {
- meshRoad_zodiacs.increment();
- MeshRoadZodiacElem& elem = meshRoad_zodiacs.last();
- elem.road = road;
- elem.polys = polys;
- elem.zode_idx = zode_idx;
- elem.ang = ang;
- elem.camDist = camDist;
- }
- afxZodiacMeshRoadRenderer* afxZodiacMeshRoadRenderer::getMaster()
- {
- if (!master)
- master = new afxZodiacMeshRoadRenderer;
- return master;
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- GFXStateBlock* afxZodiacMeshRoadRenderer::chooseStateBlock(U32 blend, bool isReflectPass)
- {
- GFXStateBlock* sb = 0;
-
- switch (blend)
- {
- case afxZodiacData::BLEND_ADDITIVE:
- sb = (isReflectPass) ? add_refl_zb_SB : add_norefl_zb_SB;
- break;
- case afxZodiacData::BLEND_SUBTRACTIVE:
- sb = (isReflectPass) ? sub_refl_zb_SB : sub_norefl_zb_SB;
- break;
- default: // afxZodiacData::BLEND_NORMAL:
- sb = (isReflectPass) ? norm_refl_zb_SB : norm_norefl_zb_SB;
- break;
- }
- return sb;
- }
- void afxZodiacMeshRoadRenderer::render(SceneRenderState* state)
- {
- PROFILE_SCOPE(afxRenderZodiacMeshRoadMgr_render);
- // Early out if no ground-plane zodiacs to draw.
- if (meshRoad_zodiacs.size() == 0)
- return;
- initShader();
- if (!zodiac_shader)
- return;
- bool is_reflect_pass = state->isReflectPass();
- // Automagically save & restore our viewport and transforms.
- GFXTransformSaver saver;
- MatrixF proj = GFX->getProjectionMatrix();
- // Set up world transform
- MatrixF world = GFX->getWorldMatrix();
- proj.mul(world);
- shader_consts->set(projection_sc, proj);
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
- // RENDER EACH ZODIAC
- //
- for (S32 zz = 0; zz < meshRoad_zodiacs.size(); zz++)
- {
- MeshRoadZodiacElem& elem = meshRoad_zodiacs[zz];
- afxZodiacMgr::ZodiacSpec* zode = &afxZodiacMgr::terr_zodes[elem.zode_idx];
- if (!zode)
- continue;
- if (is_reflect_pass)
- {
- if ((zode->zflags & afxZodiacData::SHOW_IN_REFLECTIONS) == 0)
- continue;
- }
- else
- {
- if ((zode->zflags & afxZodiacData::SHOW_IN_NON_REFLECTIONS) == 0)
- continue;
- }
- F32 fadebias = zode->calcDistanceFadeBias(elem.camDist);
- if (fadebias < 0.01f)
- continue;
- F32 cos_ang = mCos(elem.ang);
- F32 sin_ang = mSin(elem.ang);
- GFXStateBlock* sb = chooseStateBlock(zode->zflags & afxZodiacData::BLEND_MASK, is_reflect_pass);
- GFX->setShader(zodiac_shader->getShader());
- GFX->setStateBlock(sb);
- GFX->setShaderConstBuffer(shader_consts);
- // set the texture
- GFX->setTexture(0, *zode->txr);
- LinearColorF zode_color = (LinearColorF)zode->color;
- zode_color.alpha *= fadebias;
- shader_consts->set(color_sc, zode_color);
- F32 inv_radius = 1.0f/zode->radius_xy;
- PrimBuild::begin(GFXTriangleList, 3*elem.polys->mPolyList.size());
- for (U32 i = 0; i < elem.polys->mPolyList.size(); i++)
- {
- ConcretePolyList::Poly* poly = &elem.polys->mPolyList[i];
- S32 vertind[3];
- vertind[0] = elem.polys->mIndexList[poly->vertexStart];
- vertind[1] = elem.polys->mIndexList[poly->vertexStart + 1];
- vertind[2] = elem.polys->mIndexList[poly->vertexStart + 2];
- for (U32 j = 0; j < 3; j++)
- {
- Point3F vtx = elem.polys->mVertexList[vertind[j]];
- // compute UV
- F32 u1 = (vtx.x - zode->pos.x)*inv_radius;
- F32 v1 = (vtx.y - zode->pos.y)*inv_radius;
- F32 ru1 = u1*cos_ang - v1*sin_ang;
- F32 rv1 = u1*sin_ang + v1*cos_ang;
- F32 uu = (ru1 + 1.0f)/2.0f;
- F32 vv = 1.0f - (rv1 + 1.0f)/2.0f;
- PrimBuild::texCoord2f(uu, vv);
- PrimBuild::vertex3fv(vtx);
- }
- }
- PrimBuild::end(false);
- }
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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