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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // 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 "platform/platform.h"
- #include "platform/profiler.h"
- #include "console/consoleTypes.h"
- #include "basicClouds.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gfx/gfxTextureManager.h"
- #include "core/stream/fileStream.h"
- #include "core/stream/bitStream.h"
- #include "scene/sceneRenderState.h"
- #include "renderInstance/renderPassManager.h"
- #include "materials/shaderData.h"
- #include "math/mathIO.h"
- ConsoleDocClass( BasicClouds,
- "@brief Renders up to three layers of scrolling cloud-cover textures overhead.\n\n"
-
- "%BasicClouds always renders overhead, following the camera. It is intended "
- "as part of the background of your level, rendering in front of Sky/Sun "
- "type objects and behind everything else.\n\n"
- "The parameters controlling the rendering of each texture are refered to "
- "and grouped as 'layers'. They are rendered in sequential order, so, layer 1 "
- "obscures layer 0, and so on.\n\n"
- "BasicClouds is not affected by scene lighting and is therefore not appropriate "
- "for scenes in which lighting radically changes, such as day/night.\n\n"
- "@ingroup Atmosphere"
- );
- U32 BasicClouds::smVertStride = 50;
- U32 BasicClouds::smStrideMinusOne = 49;
- U32 BasicClouds::smVertCount = 50 * 50;
- U32 BasicClouds::smTriangleCount = smStrideMinusOne * smStrideMinusOne * 2;
- BasicClouds::BasicClouds()
- {
- mTypeMask |= EnvironmentObjectType | StaticObjectType;
- mNetFlags.set(Ghostable | ScopeAlways);
- mTimeSC = NULL;
- mModelViewProjSC = NULL;
- mTexScaleSC = NULL;
- mTexDirectionSC = NULL;
- mTexOffsetSC = NULL;
- mDiffuseMapSC = NULL;
- mLayerEnabled[0] = true;
- mLayerEnabled[1] = true;
- mLayerEnabled[2] = true;
- // Default textures are assigned by the ObjectBuilderGui.
- //mTexName[0] = "art/skies/clouds/cloud1";
- //mTexName[1] = "art/skies/clouds/cloud2";
- //mTexName[2] = "art/skies/clouds/cloud3";
- mHeight[0] = 4.0f;
- mHeight[1] = 3.0f;
- mHeight[2] = 2.0f;
-
- mTexSpeed[0] = 0.0005f;
- mTexSpeed[1] = 0.001f;
- mTexSpeed[2] = 0.0003f;
-
- mTexScale[0] = 1.0;
- mTexScale[1] = 1.0;
- mTexScale[2] = 1.0;
- mTexDirection[0].set( 1.0f, 0.0f );
- mTexDirection[1].set( 1.0f, 0.0f );
- mTexDirection[2].set( 1.0f, 0.0f );
-
- mTexOffset[0].set( 0.5f, 0.5f );
- mTexOffset[1].set( 0.5f, 0.5f );
- mTexOffset[2].set( 0.5f, 0.5f );
- for (U32 i=0; i< TEX_COUNT;i++)
- INIT_IMAGEASSET_ARRAY(Texture, GFXStaticTextureSRGBProfile, i);
- }
- IMPLEMENT_CO_NETOBJECT_V1( BasicClouds );
- // ConsoleObject...
- bool BasicClouds::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
- setGlobalBounds();
- resetWorldBox();
- addToScene();
- if ( isClientObject() )
- {
- _initTexture();
- _initBuffers();
- // Find ShaderData
- ShaderData *shaderData;
- mShader = Sim::findObject( "BasicCloudsShader", shaderData ) ? shaderData->getShader() : NULL;
- if ( !mShader )
- {
- Con::errorf( "BasicClouds::onAdd - could not find BasicCloudsShader" );
- return false;
- }
- // Create ShaderConstBuffer and Handles
- mShaderConsts = mShader->allocConstBuffer();
- mModelViewProjSC = mShader->getShaderConstHandle( "$modelView" );
- mTimeSC = mShader->getShaderConstHandle( "$accumTime" );
- mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
- mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
- mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
- mDiffuseMapSC = mShader->getShaderConstHandle( "$diffuseMap" );
- // Create StateBlocks
- GFXStateBlockDesc desc;
- desc.setCullMode( GFXCullNone );
- desc.setBlend( true );
- desc.setZReadWrite( true, false );
- desc.samplersDefined = true;
- desc.samplers[0].addressModeU = GFXAddressWrap;
- desc.samplers[0].addressModeV = GFXAddressWrap;
- desc.samplers[0].addressModeW = GFXAddressWrap;
- desc.samplers[0].magFilter = GFXTextureFilterLinear;
- desc.samplers[0].minFilter = GFXTextureFilterLinear;
- desc.samplers[0].mipFilter = GFXTextureFilterLinear;
-
- mStateblock = GFX->createStateBlock( desc );
- }
- return true;
- }
- void BasicClouds::onRemove()
- {
- removeFromScene();
- Parent::onRemove();
- }
- void BasicClouds::initPersistFields()
- {
- addGroup( "BasicClouds" );
- addArray( "Layers", TEX_COUNT );
- addField( "layerEnabled", TypeBool, Offset( mLayerEnabled, BasicClouds ), TEX_COUNT,
- "Enable or disable rendering of this layer." );
- INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, TEX_COUNT, BasicClouds, "Texture for this layer.");
- addField( "texScale", TypeF32, Offset( mTexScale, BasicClouds ), TEX_COUNT,
- "Texture repeat for this layer." );
- addField( "texDirection", TypePoint2F, Offset( mTexDirection, BasicClouds ), TEX_COUNT,
- "Texture scroll direction for this layer, relative to the world axis." );
- addField( "texSpeed", TypeF32, Offset( mTexSpeed, BasicClouds ), TEX_COUNT,
- "Texture scroll speed for this layer." );
- addField( "texOffset", TypePoint2F, Offset( mTexOffset, BasicClouds ), TEX_COUNT,
- "UV offset for this layer." );
- addField( "height", TypeF32, Offset( mHeight, BasicClouds ), TEX_COUNT,
- "Abstract number which controls the curvature and height of the dome mesh" );
- endArray( "Layers" );
- endGroup( "BasicClouds" );
- Parent::initPersistFields();
- }
- void BasicClouds::inspectPostApply()
- {
- Parent::inspectPostApply();
- setMaskBits( BasicCloudsMask );
- }
- // NetObject...
- U32 BasicClouds::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
- {
- U32 retMask = Parent::packUpdate( conn, mask, stream );
- for ( U32 i = 0; i < TEX_COUNT; i++ )
- {
- stream->writeFlag( mLayerEnabled[i] );
- PACK_ASSET_ARRAY(conn, Texture, i);
- stream->write( mTexScale[i] );
- mathWrite( *stream, mTexDirection[i] );
- stream->write( mTexSpeed[i] );
- mathWrite( *stream, mTexOffset[i] );
-
- stream->write( mHeight[i] );
- }
-
- return retMask;
- }
- void BasicClouds::unpackUpdate( NetConnection *conn, BitStream *stream )
- {
- Parent::unpackUpdate( conn, stream );
- for ( U32 i = 0; i < TEX_COUNT; i++ )
- {
- mLayerEnabled[i] = stream->readFlag();
- UNPACK_ASSET_ARRAY(conn, Texture, i);
-
- stream->read( &mTexScale[i] );
- mathRead( *stream, &mTexDirection[i] );
- stream->read( &mTexSpeed[i] );
- mathRead( *stream, &mTexOffset[i] );
- stream->read( &mHeight[i] );
- }
- if ( isProperlyAdded() )
- {
- // We could check if the height or texture have actually changed.
- _initBuffers();
- _initTexture();
- }
- }
- // SceneObject...
- void BasicClouds::prepRenderImage( SceneRenderState *state )
- {
- PROFILE_SCOPE( BasicClouds_prepRenderImage );
- bool isEnabled = false;
- for ( U32 i = 0; i < TEX_COUNT; i++ )
- {
- if ( mLayerEnabled[i] )
- {
- isEnabled = true;
- break;
- }
- }
- if ( !isEnabled )
- return;
- // This should be sufficient for most objects that don't manage zones, and
- // don't need to return a specialized RenderImage...
- ObjectRenderInst *ri = state->getRenderPass()->allocInst< ObjectRenderInst >();
- ri->renderDelegate.bind( this, &BasicClouds::renderObject );
- ri->type = RenderPassManager::RIT_Sky;
- ri->defaultKey = 0;
- ri->defaultKey2 = 0;
- state->getRenderPass()->addInst( ri );
- }
- void BasicClouds::renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi )
- {
- GFXTransformSaver saver;
- Point3F camPos = state->getCameraPosition();
- MatrixF xfm(true);
- xfm.setPosition(camPos);
- GFX->multWorld(xfm);
- if ( state->isReflectPass() )
- GFX->setProjectionMatrix( state->getSceneManager()->getNonClipProjection() );
- GFX->setShader( mShader );
- GFX->setShaderConstBuffer( mShaderConsts );
- GFX->setStateBlock( mStateblock );
- MatrixF xform(GFX->getProjectionMatrix());
- xform *= GFX->getViewMatrix();
- xform *= GFX->getWorldMatrix();
- mShaderConsts->setSafe( mModelViewProjSC, xform );
- mShaderConsts->setSafe( mTimeSC, (F32)Sim::getCurrentTime() / 1000.0f );
- GFX->setPrimitiveBuffer( mPB );
- for ( U32 i = 0; i < TEX_COUNT; i++ )
- {
- if ( !mLayerEnabled[i] )
- continue;
- mShaderConsts->setSafe( mTexScaleSC, mTexScale[i] );
- mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
- mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );
- GFX->setTexture( mDiffuseMapSC->getSamplerRegister(), mTexture[i] );
- GFX->setVertexBuffer( mVB[i] );
- GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );
- }
- }
- // BasicClouds Internal Methods....
- void BasicClouds::_initTexture()
- {
- for ( U32 i = 0; i < TEX_COUNT; i++ )
- {
- if ( !mLayerEnabled[i] )
- {
- mTexture[i] = NULL;
- continue;
- }
- _setTexture(getTexture(i), i);
- }
- }
- void BasicClouds::_initBuffers()
- {
- // Primitive Buffer... Is shared for all Layers.
- mPB.set( GFX, smTriangleCount * 3, smTriangleCount, GFXBufferTypeStatic );
- U16 *pIdx = NULL;
- mPB.lock(&pIdx);
- U32 curIdx = 0;
- for ( U32 y = 0; y < smStrideMinusOne; y++ )
- {
- for ( U32 x = 0; x < smStrideMinusOne; x++ )
- {
- U32 offset = x + y * smVertStride;
- pIdx[curIdx] = offset;
- curIdx++;
- pIdx[curIdx] = offset + 1;
- curIdx++;
- pIdx[curIdx] = offset + smVertStride + 1;
- curIdx++;
- pIdx[curIdx] = offset;
- curIdx++;
- pIdx[curIdx] = offset + smVertStride + 1;
- curIdx++;
- pIdx[curIdx] = offset + smVertStride;
- curIdx++;
- }
- }
- mPB.unlock();
- // Vertex Buffer...
- // Each layer has their own so they can be at different heights.
- for ( U32 i = 0; i < TEX_COUNT; i++ )
- {
- Point3F vertScale( 16.0f, 16.0f, mHeight[i] );
- F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
-
- mVB[i].set( GFX, smVertCount, GFXBufferTypeStatic );
- GFXVertexPT *pVert = mVB[i].lock();
- for ( U32 y = 0; y < smVertStride; y++ )
- {
- F32 v = ( (F32)y / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
- for ( U32 x = 0; x < smVertStride; x++ )
- {
- F32 u = ( (F32)x / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
- F32 sx = u;
- F32 sy = v;
- F32 sz = mCos( mSqrt( sx*sx + sy*sy ) ) + zOffset;
- pVert->point.set( sx, sy, sz );
- pVert->point *= vertScale;
- pVert->texCoord.set( u, v );
- pVert++;
- }
- }
- mVB[i].unlock();
- }
- }
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