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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.
- //-----------------------------------------------------------------------------
- #ifndef _RENDEROBJECTEXAMPLE_H_
- #define _RENDEROBJECTEXAMPLE_H_
- #ifndef _SCENEOBJECT_H_
- #include "scene/sceneObject.h"
- #endif
- #ifndef _GFXSTATEBLOCK_H_
- #include "gfx/gfxStateBlock.h"
- #endif
- #ifndef _GFXVERTEXBUFFER_H_
- #include "gfx/gfxVertexBuffer.h"
- #endif
- #ifndef _GFXPRIMITIVEBUFFER_H_
- #include "gfx/gfxPrimitiveBuffer.h"
- #endif
- class BaseMatInstance;
- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- class RenderObjectExample : public SceneObject
- {
- typedef SceneObject Parent;
- // Networking masks
- // We need to implement at least one of these to allow
- // the client version of the object to receive updates
- // from the server version (like if it has been moved
- // or edited)
- enum MaskBits
- {
- TransformMask = Parent::NextFreeMask << 0,
- NextFreeMask = Parent::NextFreeMask << 1
- };
- //--------------------------------------------------------------------------
- // Rendering variables
- //--------------------------------------------------------------------------
- // Define our vertex format here so we don't have to
- // change it in multiple spots later
- typedef GFXVertexPCN VertexType;
- // The handles for our StateBlocks
- GFXStateBlockRef mNormalSB;
- GFXStateBlockRef mReflectSB;
- // The GFX vertex and primitive buffers
- GFXVertexBufferHandle< VertexType > mVertexBuffer;
- public:
- RenderObjectExample();
- virtual ~RenderObjectExample();
- // Declare this object as a ConsoleObject so that we can
- // instantiate it into the world and network it
- DECLARE_CONOBJECT(RenderObjectExample);
- //--------------------------------------------------------------------------
- // Object Editing
- // Since there is always a server and a client object in Torque and we
- // actually edit the server object we need to implement some basic
- // networking functions
- //--------------------------------------------------------------------------
- // Set up any fields that we want to be editable (like position)
- static void initPersistFields();
- // Handle when we are added to the scene and removed from the scene
- bool onAdd();
- void onRemove();
- // Override this so that we can dirty the network flag when it is called
- void setTransform( const MatrixF &mat );
- // This function handles sending the relevant data from the server
- // object to the client object
- U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
- // This function handles receiving relevant data from the server
- // object and applying it to the client object
- void unpackUpdate( NetConnection *conn, BitStream *stream );
- //--------------------------------------------------------------------------
- // Object Rendering
- // Torque utilizes a "batch" rendering system. This means that it builds a
- // list of objects that need to render (via RenderInst's) and then renders
- // them all in one batch. This allows it to optimized on things like
- // minimizing texture, state, and shader switching by grouping objects that
- // use the same Materials. For this example, however, we are just going to
- // get this object added to the list of objects that handle their own
- // rendering.
- //--------------------------------------------------------------------------
- // Create the geometry for rendering
- void createGeometry();
- // This is the function that allows this object to submit itself for rendering
- void prepRenderImage( SceneRenderState *state );
- // This is the function that actually gets called to do the rendering
- // Note that there is no longer a predefined name for this function.
- // Instead, when we submit our ObjectRenderInst in prepRenderImage(),
- // we bind this function as our rendering delegate function
- void render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
- };
- #endif // _RENDEROBJECTEXAMPLE_H_
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