waterObject.h 10 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. #ifndef _WATEROBJECT_H_
  23. #define _WATEROBJECT_H_
  24. #ifndef _SCENEOBJECT_H_
  25. #include "scene/sceneObject.h"
  26. #endif
  27. #ifndef _GFXSTRUCTS_H_
  28. #include "gfx/gfxStructs.h"
  29. #endif
  30. #ifndef _FOGSTRUCTS_H_
  31. #include "scene/fogStructs.h"
  32. #endif
  33. #ifndef _GFXSTATEBLOCK_H_
  34. #include "gfx/gfxStateBlock.h"
  35. #endif
  36. #ifndef _REFLECTOR_H_
  37. #include "scene/reflector.h"
  38. #endif
  39. #ifndef _ALIGNEDARRAY_H_
  40. #include "core/util/tAlignedArray.h"
  41. #endif
  42. #ifndef _MATTEXTURETARGET_H_
  43. #include "materials/matTextureTarget.h"
  44. #endif
  45. #include "T3D/assets/ImageAsset.h"
  46. GFXDeclareVertexFormat( GFXWaterVertex )
  47. {
  48. Point3F point;
  49. Point3F normal;
  50. Point2F undulateData;
  51. Point4F horizonFactor;
  52. };
  53. class MaterialParameterHandle;
  54. class BaseMatInstance;
  55. class ShaderData;
  56. class MatrixSet;
  57. struct WaterMatParams
  58. {
  59. MaterialParameterHandle* mRippleMatSC;
  60. MaterialParameterHandle* mRippleDirSC;
  61. MaterialParameterHandle* mRippleTexScaleSC;
  62. MaterialParameterHandle* mRippleSpeedSC;
  63. MaterialParameterHandle* mRippleMagnitudeSC;
  64. MaterialParameterHandle* mFoamDirSC;
  65. MaterialParameterHandle* mFoamTexScaleSC;
  66. MaterialParameterHandle* mFoamOpacitySC;
  67. MaterialParameterHandle* mFoamSpeedSC;
  68. MaterialParameterHandle* mWaveDirSC;
  69. MaterialParameterHandle* mWaveDataSC;
  70. MaterialParameterHandle* mReflectTexSizeSC;
  71. MaterialParameterHandle* mBaseColorSC;
  72. MaterialParameterHandle* mMiscParamsSC;
  73. MaterialParameterHandle* mReflectParamsSC;
  74. MaterialParameterHandle* mReflectNormalSC;
  75. MaterialParameterHandle* mHorizonPositionSC;
  76. MaterialParameterHandle* mFogParamsSC;
  77. MaterialParameterHandle* mMoreFogParamsSC;
  78. MaterialParameterHandle* mFarPlaneDistSC;
  79. MaterialParameterHandle* mWetnessParamsSC;
  80. MaterialParameterHandle* mDistortionParamsSC;
  81. MaterialParameterHandle* mUndulateMaxDistSC;
  82. MaterialParameterHandle* mAmbientColorSC;
  83. MaterialParameterHandle* mLightDirSC;
  84. MaterialParameterHandle* mFoamParamsSC;
  85. MaterialParameterHandle* mGridElementSizeSC;
  86. MaterialParameterHandle* mElapsedTimeSC;
  87. MaterialParameterHandle* mModelMatSC;
  88. MaterialParameterHandle* mFoamSamplerSC;
  89. MaterialParameterHandle* mRippleSamplerSC;
  90. MaterialParameterHandle* mCubemapSamplerSC;
  91. MaterialParameterHandle* mSpecularParamsSC;
  92. MaterialParameterHandle* mDepthGradMaxSC;
  93. MaterialParameterHandle* mReflectivitySC;
  94. MaterialParameterHandle* mDepthGradSamplerSC;
  95. void clear();
  96. void init(BaseMatInstance* matInst);
  97. };
  98. class GFXOcclusionQuery;
  99. class PostEffect;
  100. class CubemapData;
  101. //-------------------------------------------------------------------------
  102. // WaterObject Class
  103. //-------------------------------------------------------------------------
  104. class WaterObject : public SceneObject
  105. {
  106. typedef SceneObject Parent;
  107. protected:
  108. enum MaskBits {
  109. UpdateMask = Parent::NextFreeMask << 0,
  110. WaveMask = Parent::NextFreeMask << 1,
  111. MaterialMask = Parent::NextFreeMask << 2,
  112. TextureMask = Parent::NextFreeMask << 3,
  113. SoundMask = Parent::NextFreeMask << 4,
  114. NextFreeMask = Parent::NextFreeMask << 5
  115. };
  116. enum consts {
  117. MAX_WAVES = 3,
  118. MAX_FOAM = 2,
  119. NUM_ANIM_FRAMES = 32,
  120. };
  121. enum MaterialType
  122. {
  123. WaterMat = 0,
  124. UnderWaterMat,
  125. BasicWaterMat,
  126. BasicUnderWaterMat,
  127. NumMatTypes
  128. };
  129. public:
  130. WaterObject();
  131. virtual ~WaterObject();
  132. DECLARE_CONOBJECT( WaterObject );
  133. // ConsoleObject
  134. static void consoleInit();
  135. static void initPersistFields();
  136. // SimObject
  137. virtual bool onAdd();
  138. virtual void onRemove();
  139. virtual void inspectPostApply();
  140. virtual bool processArguments(S32 argc, ConsoleValue *argv);
  141. // NetObject
  142. virtual U32 packUpdate( NetConnection * conn, U32 mask, BitStream *stream );
  143. virtual void unpackUpdate( NetConnection * conn, BitStream *stream );
  144. // SceneObject
  145. virtual void prepRenderImage( SceneRenderState *state );
  146. virtual void renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
  147. virtual SFXAmbience* getSoundAmbience() const { return mSoundAmbience; }
  148. virtual bool containsPoint( const Point3F& point ) { return isUnderwater( point ); }
  149. // WaterObject
  150. virtual F32 getViscosity() const { return mViscosity; }
  151. virtual F32 getDensity() const { return mDensity; }
  152. virtual F32 getSurfaceHeight( const Point2F &pos ) const { return 0.0f; };
  153. virtual const char* getLiquidType() const { return mLiquidType; }
  154. virtual F32 getWaterCoverage( const Box3F &worldBox ) const { return 0.0f; }
  155. virtual VectorF getFlow( const Point3F &pos ) const { return Point3F::Zero; }
  156. virtual void updateUnderwaterEffect( SceneRenderState *state );
  157. virtual bool isUnderwater( const Point3F &pnt ) const { return false; }
  158. protected:
  159. virtual void setShaderXForms( BaseMatInstance *mat ) {};
  160. virtual void setupVBIB() {};
  161. virtual void innerRender( SceneRenderState *state ) {};
  162. virtual void setCustomTextures( S32 matIdx, U32 pass, const WaterMatParams &paramHandles );
  163. void drawUnderwaterFilter( SceneRenderState *state );
  164. virtual void setShaderParams( SceneRenderState *state, BaseMatInstance *mat, const WaterMatParams &paramHandles );
  165. PostEffect* getUnderwaterEffect();
  166. bool initMaterial( S32 idx );
  167. void cleanupMaterials();
  168. S32 getMaterialIndex( const Point3F &camPos );
  169. void initTextures();
  170. virtual void _getWaterPlane( const Point3F &camPos, PlaneF &outPlane, Point3F &outPos ) {}
  171. /// Callback used internally when smEnableTrueReflections changes.
  172. void _onEnableTrueReflections();
  173. void onRippleTexChanged() {}
  174. void onFoamTexChanged() {}
  175. void onDepthGradientTexChanged() {}
  176. protected:
  177. static bool _setFullReflect( void *object, const char *index, const char *data );
  178. static bool _checkDensity(void *object, const char *index, const char *data);
  179. // WaterObject
  180. F32 mViscosity;
  181. F32 mDensity;
  182. String mLiquidType;
  183. F32 mFresnelBias;
  184. F32 mFresnelPower;
  185. F32 mSpecularPower;
  186. LinearColorF mSpecularColor;
  187. bool mEmissive;
  188. // Reflection
  189. bool mFullReflect;
  190. PlaneReflector mPlaneReflector;
  191. ReflectorDesc mReflectorDesc;
  192. PlaneF mWaterPlane;
  193. Point3F mWaterPos;
  194. bool mReflectNormalUp;
  195. F32 mReflectivity;
  196. // Water Fogging
  197. WaterFogData mWaterFogData;
  198. // Distortion
  199. F32 mDistortStartDist;
  200. F32 mDistortEndDist;
  201. F32 mDistortFullDepth;
  202. // Ripples
  203. Point2F mRippleDir[ MAX_WAVES ];
  204. F32 mRippleSpeed[ MAX_WAVES ];
  205. Point2F mRippleTexScale[ MAX_WAVES ];
  206. F32 mRippleMagnitude[ MAX_WAVES ];
  207. F32 mOverallRippleMagnitude;
  208. // Waves
  209. Point2F mWaveDir[ MAX_WAVES ];
  210. F32 mWaveSpeed[ MAX_WAVES ];
  211. F32 mWaveMagnitude[ MAX_WAVES ];
  212. F32 mOverallWaveMagnitude;
  213. // Foam
  214. Point2F mFoamDir[ MAX_WAVES ];
  215. F32 mFoamSpeed[ MAX_WAVES ];
  216. Point2F mFoamTexScale[ MAX_WAVES ];
  217. F32 mFoamOpacity[ MAX_WAVES ];
  218. F32 mOverallFoamOpacity;
  219. F32 mFoamMaxDepth;
  220. F32 mFoamAmbientLerp;
  221. F32 mFoamRippleInfluence;
  222. // Basic Lighting
  223. F32 mClarity;
  224. ColorI mUnderwaterColor;
  225. // Misc
  226. F32 mDepthGradientMax;
  227. // Other textures
  228. DECLARE_IMAGEASSET(WaterObject, RippleTex, onRippleTexChanged, GFXStaticTextureProfile);
  229. DECLARE_ASSET_NET_SETGET(WaterObject, RippleTex, TextureMask);
  230. DECLARE_IMAGEASSET(WaterObject, FoamTex, onFoamTexChanged, GFXStaticTextureSRGBProfile);
  231. DECLARE_ASSET_NET_SETGET(WaterObject, FoamTex, TextureMask);
  232. DECLARE_IMAGEASSET(WaterObject, DepthGradientTex, onDepthGradientTexChanged, GFXStaticTextureSRGBProfile);
  233. DECLARE_ASSET_NET_SETGET(WaterObject, DepthGradientTex, TextureMask);
  234. StringTableEntry mCubemapName;
  235. // Sound
  236. SFXAmbience* mSoundAmbience;
  237. // Not fields...
  238. /// Defined here and sent to the shader in WaterCommon::setShaderParams
  239. /// but needs to be initialized in child classes prior to that call.
  240. F32 mUndulateMaxDist;
  241. /// Defined in WaterCommon but set and used by child classes.
  242. /// If true will refuse to render a reflection even if called from
  243. /// the ReflectionManager, is set true if occlusion query is enabled and
  244. /// it determines it is occluded.
  245. //bool mSkipReflectUpdate;
  246. /// Derived classes can set this value prior to calling Parent::setShaderConst
  247. /// to pass it into the shader miscParam.w
  248. F32 mMiscParamW;
  249. SimObjectPtr<PostEffect> mUnderwaterPostFx;
  250. /// A global for enabling wireframe rendering
  251. /// on all water objects.
  252. static bool smWireframe;
  253. /// Force all water objects to use static cubemap reflections
  254. static bool smEnableTrueReflections;
  255. // Rendering
  256. bool mBasicLighting;
  257. //U32 mRenderUpdateCount;
  258. //U32 mReflectUpdateCount;
  259. bool mGenerateVB;
  260. String mSurfMatName[NumMatTypes];
  261. BaseMatInstance* mMatInstances[NumMatTypes];
  262. WaterMatParams mMatParamHandles[NumMatTypes];
  263. bool mUnderwater;
  264. GFXStateBlockRef mUnderwaterSB;
  265. CubemapData *mCubemap;
  266. MatrixSet *mMatrixSet;
  267. NamedTexTarget mNamedDepthGradTex;
  268. };
  269. #endif // _WATEROBJECT_H_