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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 "T3D/examples/renderObjectExample.h"
- #include "math/mathIO.h"
- #include "scene/sceneRenderState.h"
- #include "core/stream/bitStream.h"
- #include "materials/sceneData.h"
- #include "gfx/gfxDebugEvent.h"
- #include "gfx/gfxTransformSaver.h"
- #include "renderInstance/renderPassManager.h"
- IMPLEMENT_CO_NETOBJECT_V1(RenderObjectExample);
- ConsoleDocClass( RenderObjectExample,
- "@brief An example scene object which renders using a callback.\n\n"
- "This class implements a basic SceneObject that can exist in the world at a "
- "3D position and render itself. Note that RenderObjectExample handles its own "
- "rendering by submitting itself as an ObjectRenderInst (see "
- "renderInstance\renderPassmanager.h) along with a delegate for its render() "
- "function. However, the preffered rendering method in the engine is to submit "
- "a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and "
- "transform and allow the RenderMeshMgr handle the actual rendering. You can "
- "see this implemented in RenderMeshExample.\n\n"
- "See the C++ code for implementation details.\n\n"
- "@ingroup Examples\n" );
- //-----------------------------------------------------------------------------
- // Object setup and teardown
- //-----------------------------------------------------------------------------
- RenderObjectExample::RenderObjectExample()
- {
- // Flag this object so that it will always
- // be sent across the network to clients
- mNetFlags.set( Ghostable | ScopeAlways );
- // Set it as a "static" object
- mTypeMask |= StaticObjectType | StaticShapeObjectType;
- }
- RenderObjectExample::~RenderObjectExample()
- {
- }
- //-----------------------------------------------------------------------------
- // Object Editing
- //-----------------------------------------------------------------------------
- void RenderObjectExample::initPersistFields()
- {
- docsURL;
- // SceneObject already handles exposing the transform
- Parent::initPersistFields();
- }
- bool RenderObjectExample::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
- // Set up a 1x1x1 bounding box
- mObjBox.set( Point3F( -0.5f, -0.5f, -0.5f ),
- Point3F( 0.5f, 0.5f, 0.5f ) );
- resetWorldBox();
- // Add this object to the scene
- addToScene();
- return true;
- }
- void RenderObjectExample::onRemove()
- {
- // Remove this object from the scene
- removeFromScene();
- Parent::onRemove();
- }
- void RenderObjectExample::setTransform(const MatrixF & mat)
- {
- // Let SceneObject handle all of the matrix manipulation
- Parent::setTransform( mat );
- // Dirty our network mask so that the new transform gets
- // transmitted to the client object
- setMaskBits( TransformMask );
- }
- U32 RenderObjectExample::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
- {
- // Allow the Parent to get a crack at writing its info
- U32 retMask = Parent::packUpdate( conn, mask, stream );
- // Write our transform information
- if ( stream->writeFlag( mask & TransformMask ) )
- {
- mathWrite(*stream, getTransform());
- mathWrite(*stream, getScale());
- }
- return retMask;
- }
- void RenderObjectExample::unpackUpdate(NetConnection *conn, BitStream *stream)
- {
- // Let the Parent read any info it sent
- Parent::unpackUpdate(conn, stream);
- if ( stream->readFlag() ) // TransformMask
- {
- mathRead(*stream, &mObjToWorld);
- mathRead(*stream, &mObjScale);
- setTransform( mObjToWorld );
- }
- }
- //-----------------------------------------------------------------------------
- // Object Rendering
- //-----------------------------------------------------------------------------
- void RenderObjectExample::createGeometry()
- {
- static const Point3F cubePoints[8] =
- {
- Point3F( 1.0f, -1.0f, -1.0f), Point3F( 1.0f, -1.0f, 1.0f),
- Point3F( 1.0f, 1.0f, -1.0f), Point3F( 1.0f, 1.0f, 1.0f),
- Point3F(-1.0f, -1.0f, -1.0f), Point3F(-1.0f, 1.0f, -1.0f),
- Point3F(-1.0f, -1.0f, 1.0f), Point3F(-1.0f, 1.0f, 1.0f)
- };
- static const Point3F cubeNormals[6] =
- {
- Point3F( 1.0f, 0.0f, 0.0f), Point3F(-1.0f, 0.0f, 0.0f),
- Point3F( 0.0f, 1.0f, 0.0f), Point3F( 0.0f, -1.0f, 0.0f),
- Point3F( 0.0f, 0.0f, 1.0f), Point3F( 0.0f, 0.0f, -1.0f)
- };
- static const ColorI cubeColors[3] =
- {
- ColorI( 255, 0, 0, 255 ),
- ColorI( 0, 255, 0, 255 ),
- ColorI( 0, 0, 255, 255 )
- };
- static const U32 cubeFaces[36][3] =
- {
- { 3, 0, 0 }, { 0, 0, 0 }, { 1, 0, 0 },
- { 2, 0, 0 }, { 0, 0, 0 }, { 3, 0, 0 },
- { 7, 1, 0 }, { 4, 1, 0 }, { 5, 1, 0 },
- { 6, 1, 0 }, { 4, 1, 0 }, { 7, 1, 0 },
- { 3, 2, 1 }, { 5, 2, 1 }, { 2, 2, 1 },
- { 7, 2, 1 }, { 5, 2, 1 }, { 3, 2, 1 },
- { 1, 3, 1 }, { 4, 3, 1 }, { 6, 3, 1 },
- { 0, 3, 1 }, { 4, 3, 1 }, { 1, 3, 1 },
- { 3, 4, 2 }, { 6, 4, 2 }, { 7, 4, 2 },
- { 1, 4, 2 }, { 6, 4, 2 }, { 3, 4, 2 },
- { 2, 5, 2 }, { 4, 5, 2 }, { 0, 5, 2 },
- { 5, 5, 2 }, { 4, 5, 2 }, { 2, 5, 2 }
- };
- // Fill the vertex buffer
- VertexType *pVert = NULL;
- mVertexBuffer.set( GFX, 36, GFXBufferTypeStatic );
- pVert = mVertexBuffer.lock();
- Point3F halfSize = getObjBox().getExtents() * 0.5f;
- for (U32 i = 0; i < 36; i++)
- {
- const U32& vdx = cubeFaces[i][0];
- const U32& ndx = cubeFaces[i][1];
- const U32& cdx = cubeFaces[i][2];
- pVert[i].point = cubePoints[vdx] * halfSize;
- pVert[i].normal = cubeNormals[ndx];
- pVert[i].color = cubeColors[cdx];
- }
- mVertexBuffer.unlock();
- // Set up our normal and reflection StateBlocks
- GFXStateBlockDesc desc;
- // The normal StateBlock only needs a default StateBlock
- mNormalSB = GFX->createStateBlock( desc );
- // The reflection needs its culling reversed
- desc.cullDefined = true;
- desc.cullMode = GFXCullCW;
- mReflectSB = GFX->createStateBlock( desc );
- }
- void RenderObjectExample::prepRenderImage( SceneRenderState *state )
- {
- // Do a little prep work if needed
- if ( mVertexBuffer.isNull() )
- createGeometry();
- // Allocate an ObjectRenderInst so that we can submit it to the RenderPassManager
- ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
- // Now bind our rendering function so that it will get called
- ri->renderDelegate.bind( this, &RenderObjectExample::render );
- // Set our RenderInst as a standard object render
- ri->type = RenderPassManager::RIT_Object;
- // Set our sorting keys to a default value
- ri->defaultKey = 0;
- ri->defaultKey2 = 0;
- // Submit our RenderInst to the RenderPassManager
- state->getRenderPass()->addInst( ri );
- }
- void RenderObjectExample::render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
- {
- if ( overrideMat )
- return;
- if ( mVertexBuffer.isNull() )
- return;
- PROFILE_SCOPE(RenderObjectExample_Render);
- // Set up a GFX debug event (this helps with debugging rendering events in external tools)
- GFXDEBUGEVENT_SCOPE( RenderObjectExample_Render, ColorI::RED );
- // GFXTransformSaver is a handy helper class that restores
- // the current GFX matrices to their original values when
- // it goes out of scope at the end of the function
- GFXTransformSaver saver;
- // Calculate our object to world transform matrix
- MatrixF objectToWorld = getRenderTransform();
- objectToWorld.scale( getScale() );
- // Apply our object transform
- GFX->multWorld( objectToWorld );
- // Deal with reflect pass otherwise
- // set the normal StateBlock
- if ( state->isReflectPass() )
- GFX->setStateBlock( mReflectSB );
- else
- GFX->setStateBlock( mNormalSB );
- // Set up the "generic" shaders
- // These handle rendering on GFX layers that don't support
- // fixed function. Otherwise they disable shaders.
- GFX->setupGenericShaders( GFXDevice::GSModColorTexture );
- // Set the vertex buffer
- GFX->setVertexBuffer( mVertexBuffer );
- // Draw our triangles
- GFX->drawPrimitive( GFXTriangleList, 0, 12 );
- }
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