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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 "forest/windDeformation.h"
- #include "forest/forestItem.h"
- #include "forest/forestWindMgr.h"
- #include "forest/forestWindAccumulator.h"
- #include "materials/sceneData.h"
- #include "scene/sceneRenderState.h"
- #include "gfx/gfxShader.h"
- #include "gfx/gfxStructs.h"
- ImplementFeatureType( MFT_WindEffect, MFG_PreTransform, 0, false );
- void WindDeformationConstHandles::init( GFXShader *shader )
- {
- mWindDirAndSpeed = shader->getShaderConstHandle( "$windDirAndSpeed" );
- mWindParams = shader->getShaderConstHandle( "$windParams" );
- }
- void WindDeformationConstHandles::setConsts( SceneRenderState *state,
- const SceneData &sgData,
- GFXShaderConstBuffer *buffer )
- {
- PROFILE_SCOPE( WindDeformationConstHandles_setConsts );
- Point3F windDir( 0, 0, 0 );
- F32 windSpeed = 0;
- F32 bendScale = 0;
- F32 branchAmp = 0;
- F32 detailAmp = 0;
- F32 detailFreq = 0;
- const ForestItem *item = (const ForestItem*)sgData.materialHint;
- ForestWindAccumulator *wind = NULL;
- if ( item )
- {
- // First setup the per-datablock shader constants.
- //
- // These cannot be skipped as they modifiy the rest
- // state of a tree even without wind.
- //
- const ForestItemData *itemData = item->getData();
- const F32 windScale = itemData->mWindScale;
- bendScale = itemData->mTrunkBendScale * windScale;
- branchAmp = itemData->mWindBranchAmp * windScale;
- detailAmp = itemData->mWindDetailAmp * windScale;
- detailFreq = itemData->mWindDetailFreq * windScale;
- // Look for wind state.
- wind = WINDMGR->getLocalWind( item->getKey() );
- }
- if ( wind )
- {
- // Calculate distance to camera fade.
- F32 toCamLen = ( state->getDiffuseCameraPosition() - wind->getPosition()).len();
- F32 toCamInterp = 1.0f - (toCamLen / ForestWindMgr::smWindEffectRadius);
- toCamInterp = mClampF( toCamInterp, 0.0f, 1.0f );
- windDir.set( wind->getDirection().x, wind->getDirection().y, 0.0f );
- windSpeed = wind->getStrength();
- // Since the effect is just a displacement
- // of geometry i need to scale it up for smaller
- // trees so it looks like its affecting it more.
- //
- // TODO: This is possibly a side effect of not
- // properly doing the displacement physics in the
- // first place.
- //
- const F32 strengthScale = 1.0f / item->getScale();
- windDir *= strengthScale;
- windSpeed *= strengthScale;
- // Add in fade.
- windDir *= toCamInterp;
- windSpeed *= toCamInterp;
- MatrixF invXfm( item->getTransform() );
- invXfm.inverse();
- invXfm.mulV( windDir );
- }
- else
- {
- /*
- // HACK: This should go away... we need to work out a strategy
- // for allocating accumulators that accounts for random objects
- // and not just forest elements.
- //
- // Maybe add a generic 'id' value to SceneData that is set
- // by the RenderInst that can be any unique identifier for that
- // object that we can used down here to fetch an item id.
-
- // TODO: This is horrible... we should avoid access to the script
- // system while rendering as its really slow!
- if ( Con::getBoolVariable( "$tsStaticWindHack", false ) )
- {
- VectorF windVec( mSin( Sim::getCurrentTime() / 1000.0f ) * 0.25f, 0.0f, 0.0f );
- //sgData.objTrans.mulV( windVec );
- windDir.x = windVec.x;
- windDir.y = windVec.y;
- windSpeed = 0.75f;
- }
- */
- }
- buffer->setSafe( mWindDirAndSpeed, Point3F( windDir.x, windDir.y, windSpeed ) );
- buffer->setSafe( mWindParams, Point4F( bendScale, branchAmp, detailAmp, detailFreq ) );
- }
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