basicClouds.cpp 12 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. #include "platform/platform.h"
  23. #include "platform/profiler.h"
  24. #include "console/consoleTypes.h"
  25. #include "basicClouds.h"
  26. #include "gfx/gfxTransformSaver.h"
  27. #include "gfx/gfxTextureManager.h"
  28. #include "core/stream/fileStream.h"
  29. #include "core/stream/bitStream.h"
  30. #include "scene/sceneRenderState.h"
  31. #include "renderInstance/renderPassManager.h"
  32. #include "materials/shaderData.h"
  33. #include "math/mathIO.h"
  34. ConsoleDocClass( BasicClouds,
  35. "@brief Renders up to three layers of scrolling cloud-cover textures overhead.\n\n"
  36. "%BasicClouds always renders overhead, following the camera. It is intended "
  37. "as part of the background of your level, rendering in front of Sky/Sun "
  38. "type objects and behind everything else.\n\n"
  39. "The parameters controlling the rendering of each texture are refered to "
  40. "and grouped as 'layers'. They are rendered in sequential order, so, layer 1 "
  41. "obscures layer 0, and so on.\n\n"
  42. "BasicClouds is not affected by scene lighting and is therefore not appropriate "
  43. "for scenes in which lighting radically changes, such as day/night.\n\n"
  44. "@ingroup Atmosphere"
  45. );
  46. U32 BasicClouds::smVertStride = 50;
  47. U32 BasicClouds::smStrideMinusOne = 49;
  48. U32 BasicClouds::smVertCount = 50 * 50;
  49. U32 BasicClouds::smTriangleCount = smStrideMinusOne * smStrideMinusOne * 2;
  50. BasicClouds::BasicClouds()
  51. {
  52. mTypeMask |= EnvironmentObjectType | StaticObjectType;
  53. mNetFlags.set(Ghostable | ScopeAlways);
  54. mTimeSC = NULL;
  55. mModelViewProjSC = NULL;
  56. mTexScaleSC = NULL;
  57. mTexDirectionSC = NULL;
  58. mTexOffsetSC = NULL;
  59. mDiffuseMapSC = NULL;
  60. mLayerEnabled[0] = true;
  61. mLayerEnabled[1] = true;
  62. mLayerEnabled[2] = true;
  63. // Default textures are assigned by the ObjectBuilderGui.
  64. //mTexName[0] = "art/skies/clouds/cloud1";
  65. //mTexName[1] = "art/skies/clouds/cloud2";
  66. //mTexName[2] = "art/skies/clouds/cloud3";
  67. mHeight[0] = 4.0f;
  68. mHeight[1] = 3.0f;
  69. mHeight[2] = 2.0f;
  70. mTexSpeed[0] = 0.0005f;
  71. mTexSpeed[1] = 0.001f;
  72. mTexSpeed[2] = 0.0003f;
  73. mTexScale[0] = 1.0;
  74. mTexScale[1] = 1.0;
  75. mTexScale[2] = 1.0;
  76. mTexDirection[0].set( 1.0f, 0.0f );
  77. mTexDirection[1].set( 1.0f, 0.0f );
  78. mTexDirection[2].set( 1.0f, 0.0f );
  79. mTexOffset[0].set( 0.5f, 0.5f );
  80. mTexOffset[1].set( 0.5f, 0.5f );
  81. mTexOffset[2].set( 0.5f, 0.5f );
  82. for (U32 i=0; i< TEX_COUNT;i++)
  83. INIT_IMAGEASSET_ARRAY(Texture, GFXStaticTextureSRGBProfile, i);
  84. }
  85. IMPLEMENT_CO_NETOBJECT_V1( BasicClouds );
  86. // ConsoleObject...
  87. bool BasicClouds::onAdd()
  88. {
  89. if ( !Parent::onAdd() )
  90. return false;
  91. setGlobalBounds();
  92. resetWorldBox();
  93. addToScene();
  94. if ( isClientObject() )
  95. {
  96. _initTexture();
  97. _initBuffers();
  98. // Find ShaderData
  99. ShaderData *shaderData;
  100. mShader = Sim::findObject( "BasicCloudsShader", shaderData ) ? shaderData->getShader() : NULL;
  101. if ( !mShader )
  102. {
  103. Con::errorf( "BasicClouds::onAdd - could not find BasicCloudsShader" );
  104. return false;
  105. }
  106. // Create ShaderConstBuffer and Handles
  107. mShaderConsts = mShader->allocConstBuffer();
  108. mModelViewProjSC = mShader->getShaderConstHandle( "$modelView" );
  109. mTimeSC = mShader->getShaderConstHandle( "$accumTime" );
  110. mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
  111. mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
  112. mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
  113. mDiffuseMapSC = mShader->getShaderConstHandle( "$diffuseMap" );
  114. // Create StateBlocks
  115. GFXStateBlockDesc desc;
  116. desc.setCullMode( GFXCullNone );
  117. desc.setBlend( true );
  118. desc.setZReadWrite( true, false );
  119. desc.samplersDefined = true;
  120. desc.samplers[0].addressModeU = GFXAddressWrap;
  121. desc.samplers[0].addressModeV = GFXAddressWrap;
  122. desc.samplers[0].addressModeW = GFXAddressWrap;
  123. desc.samplers[0].magFilter = GFXTextureFilterLinear;
  124. desc.samplers[0].minFilter = GFXTextureFilterLinear;
  125. desc.samplers[0].mipFilter = GFXTextureFilterLinear;
  126. mStateblock = GFX->createStateBlock( desc );
  127. }
  128. return true;
  129. }
  130. void BasicClouds::onRemove()
  131. {
  132. removeFromScene();
  133. Parent::onRemove();
  134. }
  135. void BasicClouds::initPersistFields()
  136. {
  137. docsURL;
  138. addGroup( "BasicClouds" );
  139. addArray( "Layers", TEX_COUNT );
  140. addField( "layerEnabled", TypeBool, Offset( mLayerEnabled, BasicClouds ), TEX_COUNT,
  141. "Enable or disable rendering of this layer." );
  142. INITPERSISTFIELD_IMAGEASSET_ARRAY(Texture, TEX_COUNT, BasicClouds, "Texture for this layer.");
  143. addField( "texScale", TypeF32, Offset( mTexScale, BasicClouds ), TEX_COUNT,
  144. "Texture repeat for this layer." );
  145. addField( "texDirection", TypePoint2F, Offset( mTexDirection, BasicClouds ), TEX_COUNT,
  146. "Texture scroll direction for this layer, relative to the world axis." );
  147. addField( "texSpeed", TypeF32, Offset( mTexSpeed, BasicClouds ), TEX_COUNT,
  148. "Texture scroll speed for this layer." );
  149. addField( "texOffset", TypePoint2F, Offset( mTexOffset, BasicClouds ), TEX_COUNT,
  150. "UV offset for this layer." );
  151. addField( "height", TypeF32, Offset( mHeight, BasicClouds ), TEX_COUNT,
  152. "Abstract number which controls the curvature and height of the dome mesh" );
  153. endArray( "Layers" );
  154. endGroup( "BasicClouds" );
  155. Parent::initPersistFields();
  156. }
  157. void BasicClouds::inspectPostApply()
  158. {
  159. Parent::inspectPostApply();
  160. setMaskBits( BasicCloudsMask );
  161. }
  162. // NetObject...
  163. U32 BasicClouds::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
  164. {
  165. U32 retMask = Parent::packUpdate( conn, mask, stream );
  166. for ( U32 i = 0; i < TEX_COUNT; i++ )
  167. {
  168. stream->writeFlag( mLayerEnabled[i] );
  169. PACK_ASSET_ARRAY(conn, Texture, i);
  170. stream->write( mTexScale[i] );
  171. mathWrite( *stream, mTexDirection[i] );
  172. stream->write( mTexSpeed[i] );
  173. mathWrite( *stream, mTexOffset[i] );
  174. stream->write( mHeight[i] );
  175. }
  176. return retMask;
  177. }
  178. void BasicClouds::unpackUpdate( NetConnection *conn, BitStream *stream )
  179. {
  180. Parent::unpackUpdate( conn, stream );
  181. for ( U32 i = 0; i < TEX_COUNT; i++ )
  182. {
  183. mLayerEnabled[i] = stream->readFlag();
  184. UNPACK_ASSET_ARRAY(conn, Texture, i);
  185. stream->read( &mTexScale[i] );
  186. mathRead( *stream, &mTexDirection[i] );
  187. stream->read( &mTexSpeed[i] );
  188. mathRead( *stream, &mTexOffset[i] );
  189. stream->read( &mHeight[i] );
  190. }
  191. if ( isProperlyAdded() )
  192. {
  193. // We could check if the height or texture have actually changed.
  194. _initBuffers();
  195. _initTexture();
  196. }
  197. }
  198. // SceneObject...
  199. void BasicClouds::prepRenderImage( SceneRenderState *state )
  200. {
  201. PROFILE_SCOPE( BasicClouds_prepRenderImage );
  202. bool isEnabled = false;
  203. for ( U32 i = 0; i < TEX_COUNT; i++ )
  204. {
  205. if ( mLayerEnabled[i] )
  206. {
  207. isEnabled = true;
  208. break;
  209. }
  210. }
  211. if ( !isEnabled )
  212. return;
  213. // This should be sufficient for most objects that don't manage zones, and
  214. // don't need to return a specialized RenderImage...
  215. ObjectRenderInst *ri = state->getRenderPass()->allocInst< ObjectRenderInst >();
  216. ri->renderDelegate.bind( this, &BasicClouds::renderObject );
  217. ri->type = RenderPassManager::RIT_Sky;
  218. ri->defaultKey = 0;
  219. ri->defaultKey2 = 0;
  220. state->getRenderPass()->addInst( ri );
  221. }
  222. void BasicClouds::renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi )
  223. {
  224. GFXTransformSaver saver;
  225. Point3F camPos = state->getCameraPosition();
  226. MatrixF xfm(true);
  227. xfm.setPosition(camPos);
  228. GFX->multWorld(xfm);
  229. if ( state->isReflectPass() )
  230. GFX->setProjectionMatrix( state->getSceneManager()->getNonClipProjection() );
  231. GFX->setShader( mShader );
  232. GFX->setShaderConstBuffer( mShaderConsts );
  233. GFX->setStateBlock( mStateblock );
  234. MatrixF xform(GFX->getProjectionMatrix());
  235. xform *= GFX->getViewMatrix();
  236. xform *= GFX->getWorldMatrix();
  237. mShaderConsts->setSafe( mModelViewProjSC, xform );
  238. mShaderConsts->setSafe( mTimeSC, (F32)Sim::getCurrentTime() / 1000.0f );
  239. GFX->setPrimitiveBuffer( mPB );
  240. for ( U32 i = 0; i < TEX_COUNT; i++ )
  241. {
  242. if ( !mLayerEnabled[i] )
  243. continue;
  244. mShaderConsts->setSafe( mTexScaleSC, mTexScale[i] );
  245. mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
  246. mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );
  247. GFX->setTexture( mDiffuseMapSC->getSamplerRegister(), mTexture[i] );
  248. GFX->setVertexBuffer( mVB[i] );
  249. GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );
  250. }
  251. }
  252. // BasicClouds Internal Methods....
  253. void BasicClouds::_initTexture()
  254. {
  255. for ( U32 i = 0; i < TEX_COUNT; i++ )
  256. {
  257. if ( !mLayerEnabled[i] )
  258. {
  259. mTexture[i] = NULL;
  260. continue;
  261. }
  262. _setTexture(getTexture(i), i);
  263. }
  264. }
  265. void BasicClouds::_initBuffers()
  266. {
  267. // Primitive Buffer... Is shared for all Layers.
  268. mPB.set( GFX, smTriangleCount * 3, smTriangleCount, GFXBufferTypeStatic );
  269. U16 *pIdx = NULL;
  270. mPB.lock(&pIdx);
  271. U32 curIdx = 0;
  272. for ( U32 y = 0; y < smStrideMinusOne; y++ )
  273. {
  274. for ( U32 x = 0; x < smStrideMinusOne; x++ )
  275. {
  276. U32 offset = x + y * smVertStride;
  277. pIdx[curIdx] = offset;
  278. curIdx++;
  279. pIdx[curIdx] = offset + 1;
  280. curIdx++;
  281. pIdx[curIdx] = offset + smVertStride + 1;
  282. curIdx++;
  283. pIdx[curIdx] = offset;
  284. curIdx++;
  285. pIdx[curIdx] = offset + smVertStride + 1;
  286. curIdx++;
  287. pIdx[curIdx] = offset + smVertStride;
  288. curIdx++;
  289. }
  290. }
  291. mPB.unlock();
  292. // Vertex Buffer...
  293. // Each layer has their own so they can be at different heights.
  294. for ( U32 i = 0; i < TEX_COUNT; i++ )
  295. {
  296. Point3F vertScale( 16.0f, 16.0f, mHeight[i] );
  297. F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
  298. mVB[i].set( GFX, smVertCount, GFXBufferTypeStatic );
  299. GFXVertexPT *pVert = mVB[i].lock();
  300. for ( U32 y = 0; y < smVertStride; y++ )
  301. {
  302. F32 v = ( (F32)y / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
  303. for ( U32 x = 0; x < smVertStride; x++ )
  304. {
  305. F32 u = ( (F32)x / (F32)smStrideMinusOne - 0.5f ) * 2.0f;
  306. F32 sx = u;
  307. F32 sy = v;
  308. F32 sz = mCos( mSqrt( sx*sx + sy*sy ) ) + zOffset;
  309. pVert->point.set( sx, sy, sz );
  310. pVert->point *= vertScale;
  311. pVert->texCoord.set( u, v );
  312. pVert++;
  313. }
  314. }
  315. mVB[i].unlock();
  316. }
  317. }