1803 lines
64 KiB
C++
Executable File
1803 lines
64 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Written by Melvyn May, Started on 4th August 2002.
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//
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// "My code is written for the Torque community, so do your worst with it,
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// just don't rip-it-off and call it your own without even thanking me".
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//
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// - Melv.
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//
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//-----------------------------------------------------------------------------
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#include "dgl/dgl.h"
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#include "console/consoleTypes.h"
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#include "core/bitStream.h"
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#include "math/mRandom.h"
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#include "math/mathIO.h"
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#include "terrain/terrData.h"
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#include "game/gameConnection.h"
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#include "console/simBase.h"
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#include "sceneGraph/sceneGraph.h"
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#include "fxFoliageReplicator.h"
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#include "platform/profiler.h"
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//------------------------------------------------------------------------------
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//
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// Put the function in /example/common/editor/ObjectBuilderGui.gui [around line 458] ...
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//
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// function ObjectBuilderGui::buildfxFoliageReplicator(%this)
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// {
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// %this.className = "fxFoliageReplicator";
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// %this.process();
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// }
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//
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//------------------------------------------------------------------------------
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//
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// Put this in /example/common/editor/EditorGui.cs in [function Creator::init( %this )]
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//
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// %Environment_Item[8] = "fxFoliageReplicator"; <-- ADD THIS.
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//
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//------------------------------------------------------------------------------
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//
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// Put this in /example/common/client/missionDownload.cs in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
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// after codeline 'onPhase2Complete();'.
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//
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// StartFoliageReplication();
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//
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//------------------------------------------------------------------------------
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//
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// Put this in /engine/console/simBase.h (around line 509) in
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//
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// namespace Sim
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// {
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// DeclareNamedSet(fxFoliageSet) <-- ADD THIS (Note no semi-colon).
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//
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//------------------------------------------------------------------------------
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//
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// Put this in /engine/console/simBase.cc (around line 19) in
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//
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// ImplementNamedSet(fxFoliageSet) <-- ADD THIS (Note no semi-colon).
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//
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//------------------------------------------------------------------------------
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//
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// Put this in /engine/console/simManager.cc [function void init()] (around line 269).
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//
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// namespace Sim
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// {
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// InstantiateNamedSet(fxFoliageSet); <-- ADD THIS (Including Semi-colon).
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//
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//------------------------------------------------------------------------------
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extern bool gEditingMission;
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//------------------------------------------------------------------------------
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IMPLEMENT_CO_NETOBJECT_V1(fxFoliageReplicator);
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//------------------------------------------------------------------------------
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//
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// Trig Table Lookups.
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//
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//------------------------------------------------------------------------------
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static bool mTrigTableInitialised;
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static F32 mCosTable[720];
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static F32 mSinTable[720];
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//------------------------------------------------------------------------------
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//
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// Class: fxFoliageRenderList
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//
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//------------------------------------------------------------------------------
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void fxFoliageRenderList::SetupClipPlanes(SceneState* state, const F32 FarClipPlane)
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{
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// Fetch Camera Position.
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CameraPosition = state->getCameraPosition();
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// Calculate Perspective.
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F32 FarOverNear = FarClipPlane / state->getNearPlane();
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// Calculate Clip-Planes.
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FarPosLeftUp = Point3F( state->getBaseZoneState().frustum[0] * FarOverNear,
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FarClipPlane,
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state->getBaseZoneState().frustum[3] * FarOverNear);
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FarPosLeftDown = Point3F( state->getBaseZoneState().frustum[0] * FarOverNear,
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FarClipPlane,
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state->getBaseZoneState().frustum[2] * FarOverNear);
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FarPosRightUp = Point3F( state->getBaseZoneState().frustum[1] * FarOverNear,
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FarClipPlane,
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state->getBaseZoneState().frustum[3] * FarOverNear);
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FarPosRightDown = Point3F( state->getBaseZoneState().frustum[1] * FarOverNear,
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FarClipPlane,
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state->getBaseZoneState().frustum[2] * FarOverNear);
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// Calculate our World->Object Space Transform.
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MatrixF InvXForm = state->mModelview;
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InvXForm.inverse();
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// Convert to Object-Space.
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InvXForm.mulP(FarPosLeftUp);
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InvXForm.mulP(FarPosLeftDown);
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InvXForm.mulP(FarPosRightUp);
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InvXForm.mulP(FarPosRightDown);
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// Calculate Bounding Box (including Camera).
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mBox.min = CameraPosition;
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mBox.min.setMin(FarPosLeftUp);
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mBox.min.setMin(FarPosLeftDown);
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mBox.min.setMin(FarPosRightUp);
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mBox.min.setMin(FarPosRightDown);
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mBox.max = CameraPosition;
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mBox.max.setMax(FarPosLeftUp);
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mBox.max.setMax(FarPosLeftDown);
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mBox.max.setMax(FarPosRightUp);
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mBox.max.setMax(FarPosRightDown);
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// Setup Our Viewplane.
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ViewPlanes[0].set(CameraPosition, FarPosLeftUp, FarPosLeftDown);
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ViewPlanes[1].set(CameraPosition, FarPosRightUp, FarPosLeftUp);
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ViewPlanes[2].set(CameraPosition, FarPosRightDown, FarPosRightUp);
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ViewPlanes[3].set(CameraPosition, FarPosLeftDown, FarPosRightDown);
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ViewPlanes[4].set(FarPosLeftUp, FarPosRightUp, FarPosRightDown);
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}
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//------------------------------------------------------------------------------
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inline void fxFoliageRenderList::DrawQuadBox(const Box3F& QuadBox, const ColorF Colour)
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{
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// Define our debug box.
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static Point3F BoxPnts[] = {
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Point3F(0,0,0),
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Point3F(0,0,1),
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Point3F(0,1,0),
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Point3F(0,1,1),
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Point3F(1,0,0),
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Point3F(1,0,1),
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Point3F(1,1,0),
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Point3F(1,1,1)
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};
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static U32 BoxVerts[][4] = {
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{0,2,3,1}, // -x
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{7,6,4,5}, // +x
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{0,1,5,4}, // -y
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{3,2,6,7}, // +y
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{0,4,6,2}, // -z
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{3,7,5,1} // +z
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};
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static Point3F BoxNormals[] = {
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Point3F(-1, 0, 0),
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Point3F( 1, 0, 0),
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Point3F( 0,-1, 0),
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Point3F( 0, 1, 0),
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Point3F( 0, 0,-1),
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Point3F( 0, 0, 1)
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};
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// Select the Box Colour.
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glColor4fv(Colour);
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// Project our Box Points.
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Point3F ProjectionPoints[8];
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for(U32 i = 0; i < 8; i++)
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{
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ProjectionPoints[i].set(BoxPnts[i].x ? QuadBox.max.x : QuadBox.min.x,
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BoxPnts[i].y ? QuadBox.max.y : QuadBox.min.y,
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BoxPnts[i].z ? (mHeightLerp * QuadBox.max.z) + (1-mHeightLerp) * QuadBox.min.z : QuadBox.min.z);
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}
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// Draw the Box.
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for(U32 x = 0; x < 6; x++)
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{
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// Draw a line-loop.
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glBegin(GL_LINE_LOOP);
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for(U32 y = 0; y < 4; y++)
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{
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// Draw Vertex.
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glVertex3f( ProjectionPoints[BoxVerts[x][y]].x,
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ProjectionPoints[BoxVerts[x][y]].y,
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ProjectionPoints[BoxVerts[x][y]].z);
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}
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glEnd();
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}
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}
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//------------------------------------------------------------------------------
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void fxFoliageRenderList::CompileVisibleSet(const fxFoliageQuadrantNode* pNode, const MatrixF& RenderTransform, const bool UseDebug)
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{
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// Attempt to trivially reject the Node.
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//
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// Is any of the quadrant visible?
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if (IsQuadrantVisible(pNode->QuadrantBox, RenderTransform))
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{
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// Draw the Quad Box (Debug Only).
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if (UseDebug) DrawQuadBox(pNode->QuadrantBox, ColorF(0,.8,.1,.2));
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// Yes, so are we at sub-level 0?
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if (pNode->Level == 0)
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{
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// Yes, so merge visible object set with node render list.
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mVisObjectSet.merge(pNode->RenderList);
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}
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else
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{
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// No, so compile quadrants.
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for (U32 q = 0; q < 4; q++)
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if (pNode->QuadrantChildNode[q]) CompileVisibleSet(pNode->QuadrantChildNode[q], RenderTransform, UseDebug);
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}
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}
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else
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{
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// Draw the Quad Box (Debug Only).
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if (UseDebug) DrawQuadBox(pNode->QuadrantBox, ColorF(0,.1,8,.2));
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}
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return;
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}
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//------------------------------------------------------------------------------
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bool fxFoliageRenderList::IsQuadrantVisible(const Box3F VisBox, const MatrixF& RenderTransform)
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{
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// Can we trivially accept the visible box?
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if (mBox.isOverlapped(VisBox))
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{
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// Yes, so calculate Object-Space Box.
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MatrixF InvXForm = RenderTransform;
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InvXForm.inverse();
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Box3F OSBox = VisBox;
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InvXForm.mulP(OSBox.min);
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InvXForm.mulP(OSBox.max);
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// Yes, so fetch Box Center.
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Point3F Center;
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OSBox.getCenter(&Center);
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// Scale.
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Point3F XRad(OSBox.len_x() * 0.5, 0, 0);
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Point3F YRad(0, OSBox.len_y() * 0.5, 0);
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Point3F ZRad(0, 0, OSBox.len_z() * 0.5);
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// Render Transformation.
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RenderTransform.mulP(Center);
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RenderTransform.mulV(XRad);
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RenderTransform.mulV(YRad);
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RenderTransform.mulV(ZRad);
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// Check against View-planes.
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for (U32 i = 0; i < 5; i++)
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{
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// Reject if not visible.
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if (ViewPlanes[i].whichSideBox(Center, XRad, YRad, ZRad, Point3F(0, 0, 0)) == PlaneF::Back) return false;
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}
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// Visible.
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return true;
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}
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// Not visible.
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return false;
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}
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//------------------------------------------------------------------------------
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//
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// Class: fxFoliageCulledList
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//
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//------------------------------------------------------------------------------
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fxFoliageCulledList::fxFoliageCulledList(Box3F SearchBox, fxFoliageCulledList* InVec)
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{
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// Find the Candidates.
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FindCandidates(SearchBox, InVec);
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}
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//------------------------------------------------------------------------------
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void fxFoliageCulledList::FindCandidates(Box3F SearchBox, fxFoliageCulledList* InVec)
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{
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// Search the Culled List.
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for (U32 i = 0; i < InVec->GetListCount(); i++)
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{
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// Is this Box overlapping our search box?
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if (SearchBox.isOverlapped(InVec->GetElement(i)->FoliageBox))
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{
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// Yes, so add it to our culled list.
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mCulledObjectSet.push_back(InVec->GetElement(i));
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}
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}
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}
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//------------------------------------------------------------------------------
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//
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// Class: fxFoliageReplicator
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//
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//------------------------------------------------------------------------------
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fxFoliageReplicator::fxFoliageReplicator()
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{
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// Setup NetObject.
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mTypeMask |= StaticObjectType | StaticTSObjectType | StaticRenderedObjectType;
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mAddedToScene = false;
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mNetFlags.set(Ghostable | ScopeAlways);
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// Reset Client Replication Started.
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mClientReplicationStarted = false;
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// Reset Foliage Count.
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mCurrentFoliageCount = 0;
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// Reset Creation Area Angle Animation.
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mCreationAreaAngle = 0;
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// Reset Last Render Time.
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mLastRenderTime = 0;
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// Reset Foliage Nodes.
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mPotentialFoliageNodes = 0;
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// Reset Billboards Acquired.
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mBillboardsAcquired = 0;
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// Reset Frame Serial ID.
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mFrameSerialID = 0;
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}
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//------------------------------------------------------------------------------
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fxFoliageReplicator::~fxFoliageReplicator()
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{
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}
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//------------------------------------------------------------------------------
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void fxFoliageReplicator::initPersistFields()
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{
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// Initialise parents' persistent fields.
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Parent::initPersistFields();
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// Add out own persistent fields.
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addGroup( "Debugging" );
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addField( "UseDebugInfo", TypeBool, Offset( mFieldData.mUseDebugInfo, fxFoliageReplicator ) );
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addField( "DebugBoxHeight", TypeF32, Offset( mFieldData.mDebugBoxHeight, fxFoliageReplicator ) );
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addField( "HideFoliage", TypeBool, Offset( mFieldData.mHideFoliage, fxFoliageReplicator ) );
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addField( "ShowPlacementArea", TypeBool, Offset( mFieldData.mShowPlacementArea, fxFoliageReplicator ) );
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addField( "PlacementAreaHeight",TypeS32, Offset( mFieldData.mPlacementBandHeight, fxFoliageReplicator ) );
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addField( "PlacementColour", TypeColorF, Offset( mFieldData.mPlaceAreaColour, fxFoliageReplicator ) );
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endGroup( "Debugging" );
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addGroup( "Media" );
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addField( "Seed", TypeS32, Offset( mFieldData.mSeed, fxFoliageReplicator ) );
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addField( "FoliageFile", TypeFilename, Offset( mFieldData.mFoliageFile, fxFoliageReplicator ) );
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addField( "FoliageCount", TypeS32, Offset( mFieldData.mFoliageCount, fxFoliageReplicator ) );
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addField( "FoliageRetries", TypeS32, Offset( mFieldData.mFoliageRetries, fxFoliageReplicator ) );
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endGroup( "Media" );
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addGroup( "Area" );
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addField( "InnerRadiusX", TypeS32, Offset( mFieldData.mInnerRadiusX, fxFoliageReplicator ) );
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addField( "InnerRadiusY", TypeS32, Offset( mFieldData.mInnerRadiusY, fxFoliageReplicator ) );
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addField( "OuterRadiusX", TypeS32, Offset( mFieldData.mOuterRadiusX, fxFoliageReplicator ) );
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addField( "OuterRadiusY", TypeS32, Offset( mFieldData.mOuterRadiusY, fxFoliageReplicator ) );
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endGroup( "Area" );
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addGroup( "Dimensions" );
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addField( "MinWidth", TypeF32, Offset( mFieldData.mMinWidth, fxFoliageReplicator ) );
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addField( "MaxWidth", TypeF32, Offset( mFieldData.mMaxWidth, fxFoliageReplicator ) );
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addField( "MinHeight", TypeF32, Offset( mFieldData.mMinHeight, fxFoliageReplicator ) );
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addField( "MaxHeight", TypeF32, Offset( mFieldData.mMaxHeight, fxFoliageReplicator ) );
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addField( "FixAspectRatio", TypeBool, Offset( mFieldData.mFixAspectRatio, fxFoliageReplicator ) );
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addField( "FixSizeToMax", TypeBool, Offset( mFieldData.mFixSizeToMax, fxFoliageReplicator ) );
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addField( "OffsetZ", TypeF32, Offset( mFieldData.mOffsetZ, fxFoliageReplicator ) );
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addField( "RandomFlip", TypeBool, Offset( mFieldData.mRandomFlip, fxFoliageReplicator ) );
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endGroup( "Dimensions" );
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addGroup( "Culling" );
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addField( "UseCulling", TypeBool, Offset( mFieldData.mUseCulling, fxFoliageReplicator ) );
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addField( "CullResolution", TypeS32, Offset( mFieldData.mCullResolution, fxFoliageReplicator ) );
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addField( "ViewDistance", TypeF32, Offset( mFieldData.mViewDistance, fxFoliageReplicator ) );
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addField( "ViewClosest", TypeF32, Offset( mFieldData.mViewClosest, fxFoliageReplicator ) );
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addField( "FadeInRegion", TypeF32, Offset( mFieldData.mFadeInRegion, fxFoliageReplicator ) );
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addField( "FadeOutRegion", TypeF32, Offset( mFieldData.mFadeOutRegion, fxFoliageReplicator ) );
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addField( "AlphaCutoff", TypeF32, Offset( mFieldData.mAlphaCutoff, fxFoliageReplicator ) );
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addField( "GroundAlpha", TypeF32, Offset( mFieldData.mGroundAlpha, fxFoliageReplicator ) );
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endGroup( "Culling" );
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addGroup( "Animation" );
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addField( "SwayOn", TypeBool, Offset( mFieldData.mSwayOn, fxFoliageReplicator ) );
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addField( "SwaySync", TypeBool, Offset( mFieldData.mSwaySync, fxFoliageReplicator ) );
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addField( "SwayMagSide", TypeF32, Offset( mFieldData.mSwayMagnitudeSide, fxFoliageReplicator ) );
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addField( "SwayMagFront", TypeF32, Offset( mFieldData.mSwayMagnitudeFront, fxFoliageReplicator ) );
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addField( "MinSwayTime", TypeF32, Offset( mFieldData.mMinSwayTime, fxFoliageReplicator ) );
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addField( "MaxSwayTime", TypeF32, Offset( mFieldData.mMaxSwayTime, fxFoliageReplicator ) );
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endGroup( "Animation" );
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addGroup( "Lighting" );
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addField( "LightOn", TypeBool, Offset( mFieldData.mLightOn, fxFoliageReplicator ) );
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addField( "LightSync", TypeBool, Offset( mFieldData.mLightSync, fxFoliageReplicator ) );
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addField( "MinLuminance", TypeF32, Offset( mFieldData.mMinLuminance, fxFoliageReplicator ) );
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addField( "MaxLuminance", TypeF32, Offset( mFieldData.mMaxLuminance, fxFoliageReplicator ) );
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addField( "LightTime", TypeF32, Offset( mFieldData.mLightTime, fxFoliageReplicator ) );
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endGroup( "Lighting" );
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addGroup( "Restrictions" );
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addField( "AllowOnTerrain", TypeBool, Offset( mFieldData.mAllowOnTerrain, fxFoliageReplicator ) );
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addField( "AllowOnInteriors", TypeBool, Offset( mFieldData.mAllowOnInteriors, fxFoliageReplicator ) );
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addField( "AllowOnStatics", TypeBool, Offset( mFieldData.mAllowStatics, fxFoliageReplicator ) );
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addField( "AllowOnWater", TypeBool, Offset( mFieldData.mAllowOnWater, fxFoliageReplicator ) );
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addField( "AllowWaterSurface", TypeBool, Offset( mFieldData.mAllowWaterSurface, fxFoliageReplicator ) );
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addField( "AllowedTerrainSlope",TypeS32, Offset( mFieldData.mAllowedTerrainSlope, fxFoliageReplicator ) );
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endGroup( "Restrictions" );
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}
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//------------------------------------------------------------------------------
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void fxFoliageReplicator::CreateFoliage(void)
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{
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F32 HypX, HypY;
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F32 Angle;
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U32 RelocationRetry;
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Point3F FoliagePosition;
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Point3F FoliageStart;
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Point3F FoliageEnd;
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Point3F FoliageScale;
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bool CollisionResult;
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RayInfo RayEvent;
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// Let's get a minimum bounding volume.
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Point3F MinPoint( -0.5, -0.5, -0.5 );
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Point3F MaxPoint( 0.5, 0.5, 0.5 );
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// Check Host.
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AssertFatal(isClientObject(), "Trying to create Foliage on Server, this is bad!")
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|
|
// Cannot continue without Foliage Texture!
|
|
if (mFieldData.mFoliageFile == "") return;
|
|
|
|
// Check that we can position somewhere!
|
|
if (!( mFieldData.mAllowOnTerrain ||
|
|
mFieldData.mAllowOnInteriors ||
|
|
mFieldData.mAllowStatics ||
|
|
mFieldData.mAllowOnWater))
|
|
{
|
|
// Problem ...
|
|
Con::warnf(ConsoleLogEntry::General, "fxFoliageReplicator - Could not place Foliage, All alloweds are off!");
|
|
|
|
// Return here.
|
|
return;
|
|
}
|
|
|
|
// Destroy Foliage if we've already got some.
|
|
if (mCurrentFoliageCount != 0) DestroyFoliage();
|
|
|
|
// Inform the user if culling has been disabled!
|
|
if (!mFieldData.mUseCulling)
|
|
{
|
|
// Console Output.
|
|
Con::printf("fxFoliageReplicator - Culling has been disabled!");
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------------------------------------
|
|
// > Calculate the Potential Foliage Nodes Required to achieve the selected culling resolution.
|
|
// > Populate Quad-tree structure to depth determined by culling resolution.
|
|
//
|
|
// A little explanation is called for here ...
|
|
//
|
|
// The approach to this problem has been choosen to make it *much* easier for
|
|
// the user to control the quad-tree culling resolution. The user enters a single
|
|
// world-space value 'mCullResolution' which controls the highest resolution at
|
|
// which the replicator will check visibility culling.
|
|
//
|
|
// example: If 'mCullResolution' is 32 and the size of the replicated area is 128 radius
|
|
// (256 diameter) then this results in the replicator creating a quad-tree where
|
|
// there are 256/32 = 8x8 blocks. Each of these can be checked to see if they
|
|
// reside within the viewing frustum and if not then they get culled therefore
|
|
// removing the need to parse all the billboards that occcupy that region.
|
|
// Most of the time you will get better than this as the culling algorithm will
|
|
// check the culling pyramid from the top to bottom e.g. the follow 'blocks'
|
|
// will be checked:-
|
|
//
|
|
// 1 x 256 x 256 (All of replicated area)
|
|
// 4 x 128 x 128 (4 corners of above)
|
|
// 16 x 64 x 64 (16 x 4 corners of above)
|
|
// etc.
|
|
//
|
|
//
|
|
// 1. First-up, the replicator needs to create a fixed-list of quad-tree nodes to work with.
|
|
//
|
|
// To calculate this we take the largest outer-radius value set in the replicator and
|
|
// calculate how many quad-tree levels are required to achieve the selected 'mCullResolution'.
|
|
// One of the initial problems is that the replicator has seperate radii values for X & Y.
|
|
// This can lead to a culling resolution smaller in one axis than the other if there is a
|
|
// difference between the Outer-Radii. Unfortunately, we just live with this as there is
|
|
// not much we can do here if we still want to allow the user to have this kind of
|
|
// elliptical placement control.
|
|
//
|
|
// To calculate the number of nodes needed we using the following equation:-
|
|
//
|
|
// Note:- We are changing the Logarithmic bases from 10 -> 2 ... grrrr!
|
|
//
|
|
// Cr = mCullResolution
|
|
// Rs = Maximum Radii Diameter
|
|
//
|
|
//
|
|
// ( Log10( Rs / Cr ) )
|
|
// int ( ---------------- + 0.5 )
|
|
// ( Log10( 2 ) )
|
|
//
|
|
// ---------|
|
|
// \
|
|
// \ n
|
|
// / 4
|
|
// /
|
|
// ---------|
|
|
// n = 0
|
|
//
|
|
//
|
|
// So basically we calculate the number of blocks in 1D at the highest resolution, then
|
|
// calculate the inverse exponential (base 2 - 1D) to achieve that quantity of blocks.
|
|
// We round that upto the next highest integer = e. We then sum 4 to the power 0->e
|
|
// which gives us the correct number of nodes required. e is also stored as the starting
|
|
// level value for populating the quad-tree (see 3. below).
|
|
//
|
|
// 2. We then proceed to calculate the billboard positions as normal and calculate and assign
|
|
// each billboard a basic volume (rather than treat each as a point). We need to take into
|
|
// account possible front/back swaying as well as the basic plane dimensions here.
|
|
// When all the billboards have been choosen we then proceed to populate the quad-tree.
|
|
//
|
|
// 3. To populate the quad-tree we start with a box which completely encapsulates the volume
|
|
// occupied by all the billboards and enter into a recursive procedure to process that node.
|
|
// Processing this node involves splitting it into quadrants in X/Y untouched (for now).
|
|
// We then find candidate billboards with each of these quadrants searching using the
|
|
// current subset of shapes from the parent (this reduces the searching to a minimum and
|
|
// is very efficient).
|
|
//
|
|
// If a quadrant does not enclose any billboards then the node is dropped otherwise it
|
|
// is processed again using the same procedure.
|
|
//
|
|
// This happens until we have recursed through the maximum number of levels as calculated
|
|
// using the summation max (see equation above). When level 0 is reached, the current list
|
|
// of enclosed objects is stored within the node (for the rendering algorithm).
|
|
//
|
|
// 4. When this is complete we have finished here. The next stage is when rendering takes place.
|
|
// An algorithm steps through the quad-tree from the top and does visibility culling on
|
|
// each box (with respect to the viewing frustum) and culls as appropriate. If the box is
|
|
// visible then the next level is checked until we reach level 0 where the node contains
|
|
// a complete subset of billboards enclosed by the visible box.
|
|
//
|
|
//
|
|
// Using the above algorithm we can now generate *massive* quantities of billboards and (using the
|
|
// appropriate 'mCullResolution') only visible blocks of billboards will be processed.
|
|
//
|
|
// - Melv.
|
|
//
|
|
// ----------------------------------------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------------------------------------------------
|
|
// Step 1.
|
|
// ----------------------------------------------------------------------------------------------------------------------
|
|
|
|
// Calculate the maximum dimension.
|
|
F32 MaxDimension = 2 * ( (mFieldData.mOuterRadiusX > mFieldData.mOuterRadiusY) ? mFieldData.mOuterRadiusX : mFieldData.mOuterRadiusY );
|
|
|
|
// Let's check that our cull resolution is not greater than half our maximum dimension (and less than 1).
|
|
if (mFieldData.mCullResolution > (MaxDimension/2) || mFieldData.mCullResolution < 8)
|
|
{
|
|
// Problem ...
|
|
Con::warnf(ConsoleLogEntry::General, "fxFoliageReplicator - Could create Foliage, invalid Culling Resolution!");
|
|
Con::warnf(ConsoleLogEntry::General, "fxFoliageReplicator - Culling Resolution *must* be >=8 or <= %0.2f!", (MaxDimension/2));
|
|
|
|
// Return here.
|
|
return;
|
|
}
|
|
|
|
// Take first Timestamp.
|
|
F32 mStartCreationTime = Platform::getRealMilliseconds();
|
|
|
|
// Calculate the quad-tree levels needed for selected 'mCullResolution'.
|
|
mQuadTreeLevels = (U32)(mCeil(mLog( MaxDimension / mFieldData.mCullResolution ) / mLog( 2.0f )));
|
|
|
|
// Calculate the number of potential nodes required.
|
|
mPotentialFoliageNodes = 0;
|
|
for (U32 n = 0; n <= mQuadTreeLevels; n++)
|
|
mPotentialFoliageNodes += (U32)(mCeil(mPow(4.0f, n))); // Ceil to be safe!
|
|
|
|
// ----------------------------------------------------------------------------------------------------------------------
|
|
// Step 2.
|
|
// ----------------------------------------------------------------------------------------------------------------------
|
|
|
|
// Set Seed.
|
|
RandomGen.setSeed(mFieldData.mSeed);
|
|
|
|
// Have we setup the Trig Tables?
|
|
if (!mTrigTableInitialised)
|
|
{
|
|
F32 tIdx = 0.0f;
|
|
|
|
// No, so setup Tables.
|
|
for (U32 idx = 0; idx < 720; idx++, tIdx+=M_2PI/720.0f)
|
|
{
|
|
mCosTable[idx] = mCos(tIdx);
|
|
mSinTable[idx] = mSin(tIdx);
|
|
}
|
|
|
|
// Signal Trig Tables Initialised.
|
|
mTrigTableInitialised = true;
|
|
}
|
|
|
|
// Add Foliage.
|
|
for (U32 idx = 0; idx < mFieldData.mFoliageCount; idx++)
|
|
{
|
|
fxFoliageItem* pFoliageItem;
|
|
|
|
// Reset Relocation Retry.
|
|
RelocationRetry = mFieldData.mFoliageRetries;
|
|
|
|
// Find it a home ...
|
|
do
|
|
{
|
|
|
|
// Calculate a random offset
|
|
HypX = RandomGen.randF(mFieldData.mInnerRadiusX, mFieldData.mOuterRadiusX);
|
|
HypY = RandomGen.randF(mFieldData.mInnerRadiusY, mFieldData.mOuterRadiusY);
|
|
Angle = RandomGen.randF(0, M_2PI);
|
|
|
|
// Calculate the new position.
|
|
Point3F randomShapePosLocal;
|
|
randomShapePosLocal.x = HypX * mCos(Angle);
|
|
randomShapePosLocal.y = HypY * mSin(Angle);
|
|
|
|
// Transform into world space coordinates
|
|
Point3F shapePosWorld;
|
|
MatrixF objToWorld = getRenderTransform();
|
|
objToWorld.mulP(randomShapePosLocal, &shapePosWorld);
|
|
FoliagePosition = shapePosWorld;
|
|
|
|
// Initialise RayCast Search Start/End Positions.
|
|
FoliageStart = FoliageEnd = FoliagePosition;
|
|
FoliageStart.z = 2000.f;
|
|
FoliageEnd.z= -2000.f;
|
|
|
|
// Perform Ray Cast Collision on Client.
|
|
CollisionResult = gClientContainer.castRay( FoliageStart, FoliageEnd, FXFOLIAGEREPLICATOR_COLLISION_MASK, &RayEvent);
|
|
|
|
// Did we hit anything?
|
|
if (CollisionResult)
|
|
{
|
|
// For now, let's pretend we didn't get a collision.
|
|
CollisionResult = false;
|
|
|
|
// Yes, so get it's type.
|
|
U32 CollisionType = RayEvent.object->getTypeMask();
|
|
|
|
// Check Illegal Placements, fail if we hit a disallowed type.
|
|
if (((CollisionType & TerrainObjectType) && !mFieldData.mAllowOnTerrain) ||
|
|
((CollisionType & InteriorObjectType) && !mFieldData.mAllowOnInteriors) ||
|
|
((CollisionType & StaticTSObjectType) && !mFieldData.mAllowStatics) ||
|
|
((CollisionType & WaterObjectType) && !mFieldData.mAllowOnWater) ) continue;
|
|
|
|
// If we collided with water and are not allowing on the water surface then let's find the
|
|
// terrain underneath and pass this on as the original collision else fail.
|
|
if ((CollisionType & WaterObjectType) && !mFieldData.mAllowWaterSurface &&
|
|
!gClientContainer.castRay( FoliageStart, FoliageEnd, FXFOLIAGEREPLICATOR_NOWATER_COLLISION_MASK, &RayEvent)) continue;
|
|
|
|
// We passed with flying colour so carry on.
|
|
CollisionResult = true;
|
|
}
|
|
|
|
// Invalidate if we are below Allowed Terrain Angle.
|
|
if (RayEvent.normal.z < mSin(mDegToRad(90.0f-mFieldData.mAllowedTerrainSlope))) CollisionResult = false;
|
|
|
|
// Wait until we get a collision.
|
|
} while(!CollisionResult && --RelocationRetry);
|
|
|
|
// Check for Relocation Problem.
|
|
if (RelocationRetry > 0)
|
|
{
|
|
// Adjust Impact point.
|
|
RayEvent.point.z += mFieldData.mOffsetZ;
|
|
|
|
// Set New Position.
|
|
FoliagePosition = RayEvent.point;
|
|
}
|
|
else
|
|
{
|
|
// Warning.
|
|
Con::warnf(ConsoleLogEntry::General, "fxFoliageReplicator - Could not find satisfactory position for Foliage!");
|
|
|
|
// Skip to next.
|
|
continue;
|
|
}
|
|
|
|
// Create our Foliage Item.
|
|
pFoliageItem = new fxFoliageItem;
|
|
|
|
// Reset Frame Serial.
|
|
pFoliageItem->LastFrameSerialID = 0;
|
|
|
|
// Reset Transform.
|
|
pFoliageItem->Transform.identity();
|
|
|
|
// Set Position.
|
|
pFoliageItem->Transform.setColumn(3, FoliagePosition);
|
|
|
|
// Are we fixing size @ max?
|
|
if (mFieldData.mFixSizeToMax)
|
|
{
|
|
// Yes, so set height maximum height.
|
|
pFoliageItem->Height = mFieldData.mMaxHeight;
|
|
// Is the Aspect Ratio Fixed?
|
|
if (mFieldData.mFixAspectRatio)
|
|
// Yes, so lock to height.
|
|
pFoliageItem->Width = pFoliageItem->Height;
|
|
else
|
|
// No, so set width to maximum width.
|
|
pFoliageItem->Width = mFieldData.mMaxWidth;
|
|
}
|
|
else
|
|
{
|
|
// No, so choose a new Scale.
|
|
pFoliageItem->Height = RandomGen.randF(mFieldData.mMinHeight, mFieldData.mMaxHeight);
|
|
// Is the Aspect Ratio Fixed?
|
|
if (mFieldData.mFixAspectRatio)
|
|
// Yes, so lock to height.
|
|
pFoliageItem->Width = pFoliageItem->Height;
|
|
else
|
|
// No, so choose a random width.
|
|
pFoliageItem->Width = RandomGen.randF(mFieldData.mMinWidth, mFieldData.mMaxWidth);
|
|
}
|
|
|
|
// Are we randomly flipping horizontally?
|
|
if (mFieldData.mRandomFlip)
|
|
// Yes, so choose a random flip for this object.
|
|
pFoliageItem->Flipped = (RandomGen.randF(0, 1000) < 500.0f) ? false : true;
|
|
else
|
|
// No, so turn-off flipping.
|
|
pFoliageItem->Flipped = false;
|
|
|
|
|
|
// Calculate Foliage Item World Box.
|
|
// NOTE:- We generate a psuedo-volume here. It's basically the volume to which the
|
|
// plane can move and this includes swaying!
|
|
//
|
|
// Is Sway On?
|
|
if (mFieldData.mSwayOn)
|
|
{
|
|
// Yes, so take swaying into account...
|
|
pFoliageItem->FoliageBox.min = FoliagePosition +
|
|
Point3F(-pFoliageItem->Width / 2.0f - mFieldData.mSwayMagnitudeSide,
|
|
-0.5f - mFieldData.mSwayMagnitudeFront,
|
|
pFoliageItem->Height );
|
|
|
|
pFoliageItem->FoliageBox.max = FoliagePosition +
|
|
Point3F(+pFoliageItem->Width / 2.0f + mFieldData.mSwayMagnitudeSide,
|
|
+0.5f + mFieldData.mSwayMagnitudeFront,
|
|
pFoliageItem->Height );
|
|
}
|
|
else
|
|
{
|
|
// No, so give it a minimum volume...
|
|
pFoliageItem->FoliageBox.min = FoliagePosition +
|
|
Point3F(-pFoliageItem->Width / 2.0f,
|
|
-0.5f,
|
|
pFoliageItem->Height );
|
|
|
|
pFoliageItem->FoliageBox.max = FoliagePosition +
|
|
Point3F(+pFoliageItem->Width / 2.0f,
|
|
+0.5f,
|
|
pFoliageItem->Height );
|
|
}
|
|
|
|
// Monitor the total volume.
|
|
MinPoint.setMin( pFoliageItem->FoliageBox.min - getRenderPosition() );
|
|
MaxPoint.setMax( pFoliageItem->FoliageBox.max - getRenderPosition() );
|
|
|
|
// Store Shape in Replicated Shapes Vector.
|
|
mReplicatedFoliage.push_back(pFoliageItem);
|
|
|
|
// Increase Foliage Count.
|
|
mCurrentFoliageCount++;
|
|
}
|
|
|
|
// Is Lighting On?
|
|
if (mFieldData.mLightOn)
|
|
{
|
|
// Yes, so step through Foliage.
|
|
for (U32 idx = 0; idx < mCurrentFoliageCount; idx++)
|
|
{
|
|
fxFoliageItem* pFoliageItem;
|
|
|
|
// Fetch the Foliage Item.
|
|
pFoliageItem = mReplicatedFoliage[idx];
|
|
|
|
// Do we have an item?
|
|
if (pFoliageItem)
|
|
{
|
|
// Yes, so are lights syncronised?
|
|
if (mFieldData.mLightSync)
|
|
{
|
|
// Yes, so reset Global Light phase.
|
|
mGlobalLightPhase = 0.0f;
|
|
// Set Global Light Time Ratio.
|
|
mGlobalLightTimeRatio = 719.0f / mFieldData.mLightTime;
|
|
}
|
|
else
|
|
{
|
|
// No, so choose a random Light phase.
|
|
pFoliageItem->LightPhase = RandomGen.randF(0, 719.0f);
|
|
// Set Light Time Ratio.
|
|
pFoliageItem->LightTimeRatio = 719.0f / mFieldData.mLightTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Is Swaying Enabled?
|
|
if (mFieldData.mSwayOn)
|
|
{
|
|
// Yes, so step through Foliage.
|
|
for (U32 idx = 0; idx < mCurrentFoliageCount; idx++)
|
|
{
|
|
fxFoliageItem* pFoliageItem;
|
|
|
|
// Fetch the Foliage Item.
|
|
pFoliageItem = mReplicatedFoliage[idx];
|
|
|
|
// Do we have an item?
|
|
if (pFoliageItem)
|
|
{
|
|
// Are we using Sway Sync?
|
|
if (mFieldData.mSwaySync)
|
|
{
|
|
// Yes, so reset Global Sway phase.
|
|
mGlobalSwayPhase = 0.0f;
|
|
// Set Global Sway Time Ratio.
|
|
mGlobalSwayTimeRatio = 719.0f / RandomGen.randF(mFieldData.mMinSwayTime, mFieldData.mMaxSwayTime);
|
|
}
|
|
else
|
|
{
|
|
// No, so choose a random Sway phase.
|
|
pFoliageItem->SwayPhase = RandomGen.randF(0, 719.0f);
|
|
// Set to random Sway Time.
|
|
pFoliageItem->SwayTimeRatio = 719.0f / RandomGen.randF(mFieldData.mMinSwayTime, mFieldData.mMaxSwayTime);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update our Object Volume.
|
|
mObjBox.min.set(MinPoint);
|
|
mObjBox.max.set(MaxPoint);
|
|
setTransform(mObjToWorld);
|
|
|
|
// ----------------------------------------------------------------------------------------------------------------------
|
|
// Step 3.
|
|
// ----------------------------------------------------------------------------------------------------------------------
|
|
|
|
// Reset Next Allocated Node to Stack base.
|
|
mNextAllocatedNodeIdx = 0;
|
|
|
|
// Allocate a new Node.
|
|
fxFoliageQuadrantNode* pNewNode = new fxFoliageQuadrantNode;
|
|
|
|
// Store it in the Quad-tree.
|
|
mFoliageQuadTree.push_back(pNewNode);
|
|
|
|
// Populate Initial Node.
|
|
//
|
|
// Set Start Level.
|
|
pNewNode->Level = mQuadTreeLevels;
|
|
// Calculate Total Foliage Area.
|
|
pNewNode->QuadrantBox = getWorldBox();
|
|
// Reset Quadrant child nodes.
|
|
pNewNode->QuadrantChildNode[0] =
|
|
pNewNode->QuadrantChildNode[1] =
|
|
pNewNode->QuadrantChildNode[2] =
|
|
pNewNode->QuadrantChildNode[3] = NULL;
|
|
|
|
// Create our initial cull list with *all* billboards into.
|
|
fxFoliageCulledList CullList;
|
|
CullList.mCulledObjectSet = mReplicatedFoliage;
|
|
|
|
// Move to next node Index.
|
|
mNextAllocatedNodeIdx++;
|
|
|
|
// Let's start this thing going by recursing it's children.
|
|
ProcessNodeChildren(pNewNode, &CullList);
|
|
|
|
// Calculate Elapsed Time and take new Timestamp.
|
|
F32 ElapsedTime = (Platform::getRealMilliseconds() - mStartCreationTime) * 0.001f;
|
|
|
|
// Console Output.
|
|
Con::printf("fxFoliageReplicator - Lev: %d PotNodes: %d Used: %d Objs: %d Time: %0.4fs.",
|
|
mQuadTreeLevels,
|
|
mPotentialFoliageNodes,
|
|
mNextAllocatedNodeIdx-1,
|
|
mBillboardsAcquired,
|
|
ElapsedTime);
|
|
|
|
// Dump (*very*) approximate allocated memory.
|
|
F32 MemoryAllocated = (mNextAllocatedNodeIdx-1) * sizeof(fxFoliageQuadrantNode);
|
|
MemoryAllocated += mCurrentFoliageCount * sizeof(fxFoliageItem);
|
|
MemoryAllocated += mCurrentFoliageCount * sizeof(fxFoliageItem*);
|
|
Con::printf("fxFoliageReplicator - Approx. %0.2fMb allocated.", MemoryAllocated / 1048576.0f);
|
|
|
|
// ----------------------------------------------------------------------------------------------------------------------
|
|
|
|
// Take first Timestamp.
|
|
mLastRenderTime = Platform::getVirtualMilliseconds();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
Box3F fxFoliageReplicator::FetchQuadrant(Box3F Box, U32 Quadrant)
|
|
{
|
|
Box3F QuadrantBox;
|
|
|
|
// Select Quadrant.
|
|
switch(Quadrant)
|
|
{
|
|
// UL.
|
|
case 0:
|
|
QuadrantBox.min = Box.min + Point3F(0, Box.len_y()/2, 0);
|
|
QuadrantBox.max = QuadrantBox.min + Point3F(Box.len_x()/2, Box.len_y()/2, Box.len_z());
|
|
break;
|
|
|
|
// UR.
|
|
case 1:
|
|
QuadrantBox.min = Box.min + Point3F(Box.len_x()/2, Box.len_y()/2, 0);
|
|
QuadrantBox.max = QuadrantBox.min + Point3F(Box.len_x()/2, Box.len_y()/2, Box.len_z());
|
|
break;
|
|
|
|
// LL.
|
|
case 2:
|
|
QuadrantBox.min = Box.min;
|
|
QuadrantBox.max = QuadrantBox.min + Point3F(Box.len_x()/2, Box.len_y()/2, Box.len_z());
|
|
break;
|
|
|
|
// LR.
|
|
case 3:
|
|
QuadrantBox.min = Box.min + Point3F(Box.len_x()/2, 0, 0);
|
|
QuadrantBox.max = QuadrantBox.min + Point3F(Box.len_x()/2, Box.len_y()/2, Box.len_z());
|
|
break;
|
|
|
|
default:
|
|
return Box;
|
|
}
|
|
|
|
return QuadrantBox;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::ProcessNodeChildren(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList)
|
|
{
|
|
// ---------------------------------------------------------------
|
|
// Split Node into Quadrants and Process each.
|
|
// ---------------------------------------------------------------
|
|
|
|
// Process All Quadrants (UL/UR/LL/LR).
|
|
for (U32 q = 0; q < 4; q++)
|
|
ProcessQuadrant(pParentNode, pCullList, q);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::ProcessQuadrant(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList, U32 Quadrant)
|
|
{
|
|
// Fetch Quadrant Box.
|
|
const Box3F QuadrantBox = FetchQuadrant(pParentNode->QuadrantBox, Quadrant);
|
|
|
|
// Create our new Cull List.
|
|
fxFoliageCulledList CullList(QuadrantBox, pCullList);
|
|
|
|
// Did we get any objects?
|
|
if (CullList.GetListCount() > 0)
|
|
{
|
|
// Yes, so allocate a new Node.
|
|
fxFoliageQuadrantNode* pNewNode = new fxFoliageQuadrantNode;
|
|
|
|
// Store it in the Quad-tree.
|
|
mFoliageQuadTree.push_back(pNewNode);
|
|
|
|
// Move to next node Index.
|
|
mNextAllocatedNodeIdx++;
|
|
|
|
// Populate Quadrant Node.
|
|
//
|
|
// Next Sub-level.
|
|
pNewNode->Level = pParentNode->Level - 1;
|
|
// Calculate Quadrant Box.
|
|
pNewNode->QuadrantBox = QuadrantBox;
|
|
// Reset Child Nodes.
|
|
pNewNode->QuadrantChildNode[0] =
|
|
pNewNode->QuadrantChildNode[1] =
|
|
pNewNode->QuadrantChildNode[2] =
|
|
pNewNode->QuadrantChildNode[3] = NULL;
|
|
|
|
// Put a reference in parent.
|
|
pParentNode->QuadrantChildNode[Quadrant] = pNewNode;
|
|
|
|
// If we're not at sub-level 0 then process this nodes children.
|
|
if (pNewNode->Level != 0) ProcessNodeChildren(pNewNode, &CullList);
|
|
// If we've reached sub-level 0 then store Cull List (for rendering).
|
|
if (pNewNode->Level == 0)
|
|
{
|
|
// Store the render list from our culled object set.
|
|
pNewNode->RenderList = CullList.mCulledObjectSet;
|
|
// Keep track of the total billboard acquired.
|
|
mBillboardsAcquired += CullList.GetListCount();
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::SyncFoliageReplicators(void)
|
|
{
|
|
// Check Host.
|
|
AssertFatal(isServerObject(), "We *MUST* be on server when Synchronising Foliage!")
|
|
|
|
// Find the Replicator Set.
|
|
SimSet *fxFoliageSet = dynamic_cast<SimSet*>(Sim::findObject("fxFoliageSet"));
|
|
|
|
// Return if Error.
|
|
if (!fxFoliageSet)
|
|
{
|
|
// Console Warning.
|
|
Con::warnf("fxFoliageReplicator - Cannot locate the 'fxFoliageSet', this is bad!");
|
|
// Return here.
|
|
return;
|
|
}
|
|
|
|
// Parse Replication Object(s).
|
|
for (SimSetIterator itr(fxFoliageSet); *itr; ++itr)
|
|
{
|
|
// Fetch the Replicator Object.
|
|
fxFoliageReplicator* Replicator = static_cast<fxFoliageReplicator*>(*itr);
|
|
// Set Foliage Replication Mask.
|
|
if (Replicator->isServerObject())
|
|
{
|
|
Con::printf("fxFoliageReplicator - Restarting fxFoliageReplicator Object...");
|
|
Replicator->setMaskBits(FoliageReplicationMask);
|
|
}
|
|
}
|
|
|
|
// Info ...
|
|
Con::printf("fxFoliageReplicator - Client Foliage Sync has completed.");
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::DestroyFoliage(void)
|
|
{
|
|
// Check Host.
|
|
AssertFatal(isClientObject(), "Trying to destroy Foliage on Server, this is bad!")
|
|
|
|
// Destroy Quad-tree.
|
|
mPotentialFoliageNodes = 0;
|
|
// Reset Billboards Acquired.
|
|
mBillboardsAcquired = 0;
|
|
|
|
// Finish if we didn't create any shapes.
|
|
if (mCurrentFoliageCount == 0) return;
|
|
|
|
// Remove shapes.
|
|
for (U32 idx = 0; idx < mCurrentFoliageCount; idx++)
|
|
{
|
|
fxFoliageItem* pFoliageItem;
|
|
|
|
// Fetch the Foliage Item.
|
|
pFoliageItem = mReplicatedFoliage[idx];
|
|
|
|
// Delete Shape.
|
|
if (pFoliageItem) delete pFoliageItem;
|
|
}
|
|
|
|
// Let's remove the Quad-Tree allocations.
|
|
for ( Vector<fxFoliageQuadrantNode*>::iterator QuadNodeItr = mFoliageQuadTree.begin();
|
|
QuadNodeItr != mFoliageQuadTree.end();
|
|
QuadNodeItr++ )
|
|
{
|
|
// Remove the node.
|
|
delete *QuadNodeItr;
|
|
}
|
|
|
|
// Clear the Foliage Quad-Tree Vector.
|
|
mFoliageQuadTree.clear();
|
|
|
|
// Clear the Replicated Foliage Vector.
|
|
mReplicatedFoliage.clear();
|
|
|
|
// Clear the Frustum Render Set Vector.
|
|
mFrustumRenderSet.mVisObjectSet.clear();
|
|
|
|
|
|
// Reset Foliage Count.
|
|
mCurrentFoliageCount = 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::StartUp(void)
|
|
{
|
|
// Flag, Client Replication Started.
|
|
mClientReplicationStarted = true;
|
|
|
|
// Create foliage on Client.
|
|
if (isClientObject()) CreateFoliage();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
bool fxFoliageReplicator::onAdd()
|
|
{
|
|
if(!Parent::onAdd()) return(false);
|
|
|
|
// Add the Replicator to the Replicator Set.
|
|
dynamic_cast<SimSet*>(Sim::findObject("fxFoliageSet"))->addObject(this);
|
|
|
|
// Set Default Object Box.
|
|
mObjBox.min.set( -0.5, -0.5, -0.5 );
|
|
mObjBox.max.set( 0.5, 0.5, 0.5 );
|
|
// Reset the World Box.
|
|
resetWorldBox();
|
|
// Set the Render Transform.
|
|
setRenderTransform(mObjToWorld);
|
|
|
|
// Add to Scene.
|
|
addToScene();
|
|
mAddedToScene = true;
|
|
|
|
// Are we on the client?
|
|
if ( isClientObject() )
|
|
{
|
|
// Yes, so load foliage texture.
|
|
mFieldData.mFoliageTexture = TextureHandle( mFieldData.mFoliageFile, MeshTexture );
|
|
|
|
// If we are in the editor then we can manually startup replication.
|
|
if (gEditingMission) mClientReplicationStarted = true;
|
|
}
|
|
|
|
// Return OK.
|
|
return(true);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::onRemove()
|
|
{
|
|
// Remove the Replicator from the Replicator Set.
|
|
dynamic_cast<SimSet*>(Sim::findObject("fxFoliageSet"))->removeObject(this);
|
|
|
|
// Remove from Scene.
|
|
removeFromScene();
|
|
mAddedToScene = false;
|
|
|
|
// Are we on the Client?
|
|
if (isClientObject())
|
|
{
|
|
// Yes, so destroy Foliage.
|
|
DestroyFoliage();
|
|
|
|
// Remove Texture.
|
|
mFieldData.mFoliageTexture = NULL;
|
|
}
|
|
|
|
// Do Parent.
|
|
Parent::onRemove();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::inspectPostApply()
|
|
{
|
|
// Set Parent.
|
|
Parent::inspectPostApply();
|
|
|
|
// Set Foliage Replication Mask (this object only).
|
|
setMaskBits(FoliageReplicationMask);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::onEditorEnable()
|
|
{
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::onEditorDisable()
|
|
{
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
ConsoleFunction(StartFoliageReplication, void, 1, 1, "StartFoliageReplication()")
|
|
{
|
|
// Find the Replicator Set.
|
|
SimSet *fxFoliageSet = dynamic_cast<SimSet*>(Sim::findObject("fxFoliageSet"));
|
|
|
|
// Return if Error.
|
|
if (!fxFoliageSet)
|
|
{
|
|
// Console Warning.
|
|
Con::warnf("fxFoliageReplicator - Cannot locate the 'fxFoliageSet', this is bad!");
|
|
// Return here.
|
|
return;
|
|
}
|
|
|
|
// Parse Replication Object(s).
|
|
for (SimSetIterator itr(fxFoliageSet); *itr; ++itr)
|
|
{
|
|
// Fetch the Replicator Object.
|
|
fxFoliageReplicator* Replicator = static_cast<fxFoliageReplicator*>(*itr);
|
|
// Start Client Objects Only.
|
|
if (Replicator->isClientObject()) Replicator->StartUp();
|
|
}
|
|
|
|
// Info ...
|
|
Con::printf("fxFoliageReplicator - Client Foliage Replication Startup is complete.");
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
bool fxFoliageReplicator::prepRenderImage(SceneState* state, const U32 stateKey, const U32 startZone,
|
|
const bool modifyBaseZoneState)
|
|
{
|
|
// Return if last state.
|
|
if (isLastState(state, stateKey)) return false;
|
|
// Set Last State.
|
|
setLastState(state, stateKey);
|
|
|
|
// Is Object Rendered?
|
|
if (state->isObjectRendered(this))
|
|
{
|
|
// Yes, so get a SceneRenderImage.
|
|
SceneRenderImage* image = new SceneRenderImage;
|
|
// Populate it.
|
|
image->obj = this;
|
|
image->sortType = SceneRenderImage::Point;
|
|
image->isTranslucent = true;
|
|
image->poly[0] = getPosition();
|
|
// Insert it into the scene images.
|
|
state->insertRenderImage(image);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::renderObject(SceneState* state, SceneRenderImage*)
|
|
{
|
|
PROFILE_START(FoliageRep_renderObject);
|
|
// Check we are in Canonical State.
|
|
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
|
|
|
|
// Calculate Elapsed Time and take new Timestamp.
|
|
S32 Time = Platform::getVirtualMilliseconds();
|
|
F32 ElapsedTime = (Time - mLastRenderTime) * 0.001f;
|
|
mLastRenderTime = Time;
|
|
|
|
// Setup out the Projection Matrix/Viewport.
|
|
RectI viewport;
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
dglGetViewport(&viewport);
|
|
state->setupBaseProjection();
|
|
|
|
// Draw Placement Area (if needed and Editing Mission).
|
|
if (gEditingMission && mFieldData.mShowPlacementArea)
|
|
{
|
|
// Setup our rendering state.
|
|
glPushMatrix();
|
|
dglMultMatrix(&getTransform());
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// Do we need to draw the Inner Radius?
|
|
if (mFieldData.mInnerRadiusX || mFieldData.mInnerRadiusY)
|
|
{
|
|
// Yes, so draw Inner Radius.
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
for (U32 Angle = mCreationAreaAngle; Angle < (mCreationAreaAngle+360); Angle++)
|
|
{
|
|
F32 XPos, YPos;
|
|
|
|
// Calculate Position.
|
|
XPos = mFieldData.mInnerRadiusX * mCos(mDegToRad(-(F32)Angle));
|
|
YPos = mFieldData.mInnerRadiusY * mSin(mDegToRad(-(F32)Angle));
|
|
|
|
// Set Colour.
|
|
glColor4f( mFieldData.mPlaceAreaColour.red,
|
|
mFieldData.mPlaceAreaColour.green,
|
|
mFieldData.mPlaceAreaColour.blue,
|
|
AREA_ANIMATION_ARC * (Angle-mCreationAreaAngle));
|
|
|
|
// Draw Arc Line.
|
|
glVertex3f( XPos, YPos, -(F32)mFieldData.mPlacementBandHeight/2.0f);
|
|
glVertex3f( XPos, YPos, +(F32)mFieldData.mPlacementBandHeight/2.0f);
|
|
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
// Do we need to draw the Outer Radius?
|
|
if (mFieldData.mOuterRadiusX || mFieldData.mOuterRadiusY)
|
|
{
|
|
// Yes, so draw Outer Radius.
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
for (U32 Angle = mCreationAreaAngle; Angle < (mCreationAreaAngle+360); Angle++)
|
|
{
|
|
F32 XPos, YPos;
|
|
|
|
// Calculate Position.
|
|
XPos = mFieldData.mOuterRadiusX * mCos(mDegToRad(-(F32)Angle));
|
|
YPos = mFieldData.mOuterRadiusY * mSin(mDegToRad(-(F32)Angle));
|
|
|
|
// Set Colour.
|
|
glColor4f( mFieldData.mPlaceAreaColour.red,
|
|
mFieldData.mPlaceAreaColour.green,
|
|
mFieldData.mPlaceAreaColour.blue,
|
|
AREA_ANIMATION_ARC * (Angle-mCreationAreaAngle));
|
|
|
|
// Draw Arc Line.
|
|
glVertex3f( XPos, YPos, -(F32)mFieldData.mPlacementBandHeight/2.0f);
|
|
glVertex3f( XPos, YPos, +(F32)mFieldData.mPlacementBandHeight/2.0f);
|
|
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
// Restore rendering state.
|
|
glDisable(GL_BLEND);
|
|
glPopMatrix();
|
|
|
|
// Animate Area Selection.
|
|
mCreationAreaAngle = (U32)(mCreationAreaAngle + (1000 * ElapsedTime));
|
|
mCreationAreaAngle = mCreationAreaAngle % 360;
|
|
}
|
|
|
|
// Draw Foliage.
|
|
if (!mFieldData.mHideFoliage && mCurrentFoliageCount)
|
|
{
|
|
// Calculate some constants.
|
|
const F32 ClippedViewDistance = mFieldData.mViewDistance;
|
|
const F32 MinimumViewDistance = mFieldData.mViewClosest - mFieldData.mFadeOutRegion;
|
|
const F32 MaximumViewDistance = ClippedViewDistance + mFieldData.mFadeInRegion;
|
|
const F32 LuminanceMidPoint = (mFieldData.mMinLuminance + mFieldData.mMaxLuminance) / 2.0f;
|
|
const F32 LuminanceMagnitude = mFieldData.mMaxLuminance - LuminanceMidPoint;
|
|
|
|
// Billboard Details.
|
|
MatrixF ModelView;
|
|
Point4F Position;
|
|
const Point4F XRotation(1,0,0,0);
|
|
const Point4F YRotation(0,1,0,0);
|
|
Point4F ZRotation;
|
|
F32 LeftTexPos;
|
|
F32 RightTexPos;
|
|
|
|
// Sway Luminance.
|
|
F32 Luminance = 1.0f;
|
|
|
|
// Reset Sway Offsets.
|
|
F32 SwayOffsetX = 0.0f;
|
|
F32 SwayOffsetY = 0.0f;
|
|
|
|
// Is Swaying On and *in* Sync?
|
|
if (mFieldData.mSwayOn && mFieldData.mSwaySync)
|
|
{
|
|
// Yes, so calculate Global Sway Offset.
|
|
SwayOffsetX = mFieldData.mSwayMagnitudeSide * mCosTable[(U32)mGlobalSwayPhase];
|
|
SwayOffsetY = mFieldData.mSwayMagnitudeFront * mSinTable[(U32)mGlobalSwayPhase];
|
|
|
|
// Animate Global Sway Phase (Modulus).
|
|
mGlobalSwayPhase = mGlobalSwayPhase + (mGlobalSwayTimeRatio * ElapsedTime);
|
|
if (mGlobalSwayPhase >= 720.0f) mGlobalSwayPhase -= 720.0f;
|
|
}
|
|
|
|
// Is Light On and *in* Sync?
|
|
if (mFieldData.mLightOn && mFieldData.mLightSync)
|
|
{
|
|
// Yes, so calculate Global Light Luminance.
|
|
Luminance = LuminanceMidPoint + LuminanceMagnitude * mCosTable[(U32)mGlobalLightPhase];
|
|
|
|
// Animate Global Light Phase (Modulus).
|
|
mGlobalLightPhase = mGlobalLightPhase + (mGlobalLightTimeRatio * ElapsedTime);
|
|
if (mGlobalLightPhase >= 720.0f) mGlobalLightPhase -= 720.0f;
|
|
}
|
|
|
|
// Are we using culling?
|
|
if (mFieldData.mUseCulling)
|
|
{
|
|
// Yes, so clear the Render Object Set.
|
|
mFrustumRenderSet.mVisObjectSet.clear();
|
|
|
|
// Calculate nearest Clipping Far-Plane.
|
|
//
|
|
// NOTE:- Here we want the nearest plane to which we want to clip.
|
|
// This will be either the 'mViewDistance'/'mFadeInRegion' or the
|
|
// frustum FarPlane.
|
|
F32 FarClipPlane = getMin((F32)state->getFarPlane(), mFieldData.mViewDistance + mFieldData.mFadeInRegion);
|
|
|
|
// Setup the Clip-Planes.
|
|
mFrustumRenderSet.SetupClipPlanes(state, FarClipPlane);
|
|
|
|
if ( mFieldData.mUseDebugInfo)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
// Compile the Visible Set.
|
|
mFrustumRenderSet.CompileVisibleSet(mFoliageQuadTree[0], getRenderTransform(), mFieldData.mUseDebugInfo);
|
|
|
|
if ( mFieldData.mUseDebugInfo)
|
|
{
|
|
// Restore rendering state.
|
|
glDisable(GL_BLEND);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No, so clear the Render Object Set.
|
|
mFrustumRenderSet.mVisObjectSet.clear();
|
|
|
|
// Handle *all* objects ... potential eeek!
|
|
mFrustumRenderSet.mVisObjectSet.merge(mReplicatedFoliage);
|
|
}
|
|
|
|
// Increase Frame Serial ID.
|
|
mFrameSerialID++;
|
|
|
|
// Reset Foliage Processed Counter.
|
|
U32 FoliageProcessed = 0;
|
|
|
|
// Only process if we have any trivially visible objects.
|
|
if (mFrustumRenderSet.mVisObjectSet.size() > 0)
|
|
{
|
|
// Setup Render State.
|
|
glEnable ( GL_TEXTURE_2D );
|
|
glBindTexture ( GL_TEXTURE_2D, mFieldData.mFoliageTexture.getGLName() );
|
|
glEnable ( GL_BLEND );
|
|
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA );
|
|
glTexEnvi ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
glEnable ( GL_ALPHA_TEST );
|
|
glEnable ( GL_CULL_FACE );
|
|
glAlphaFunc ( GL_GREATER, mFieldData.mAlphaCutoff );
|
|
|
|
// Step through Foliage.
|
|
for (U32 idx = 0; idx < mFrustumRenderSet.mVisObjectSet.size(); idx++)
|
|
{
|
|
fxFoliageItem* pFoliageItem;
|
|
F32 Width, Height;
|
|
F32 Distance;
|
|
F32 ItemAlpha;
|
|
F32 FogAlpha;
|
|
|
|
// Fetch the Foliage Item.
|
|
pFoliageItem = mFrustumRenderSet.mVisObjectSet[idx];
|
|
|
|
// Check to see if we've already rendered this object.
|
|
//
|
|
// NOTE:- We need to do this as objects can overlap over quad-tree boundaries and are
|
|
// therefore picked up. We don't want to remove these duplicates otherwise the
|
|
// overlapping billboards would be contained within a single quad-block only
|
|
// and could possibly be culled even though they are visible in the adjacent
|
|
// quad-block. In other words, billboards are *not* treated as a point but rather
|
|
// a psuedo volume which stops them popping-up when the central point is visible.
|
|
//
|
|
// We also mark the billboard as rendered even if it results in being culled
|
|
// further on as this stops it being rendered further this frame.
|
|
//
|
|
// Has the item been rendered this frame?
|
|
if (pFoliageItem->LastFrameSerialID != mFrameSerialID)
|
|
{
|
|
// No, so flag as rendered this frame.
|
|
pFoliageItem->LastFrameSerialID = mFrameSerialID;
|
|
|
|
// Increase Foliage Processed Counter.
|
|
FoliageProcessed++;
|
|
|
|
// Is Swaying On and *not* in Sync?
|
|
if (mFieldData.mSwayOn && !mFieldData.mSwaySync)
|
|
{
|
|
// Yes, so calculate Sway Offset.
|
|
SwayOffsetX = mFieldData.mSwayMagnitudeSide * mCosTable[(U32)pFoliageItem->SwayPhase];
|
|
SwayOffsetY = mFieldData.mSwayMagnitudeFront * mSinTable[(U32)pFoliageItem->SwayPhase];
|
|
|
|
// Animate Sway Phase (Modulus).
|
|
pFoliageItem->SwayPhase = pFoliageItem->SwayPhase + (pFoliageItem->SwayTimeRatio * ElapsedTime);
|
|
if (pFoliageItem->SwayPhase >= 720.0f) pFoliageItem->SwayPhase -= 720.0f;
|
|
}
|
|
|
|
// Is Light On and *not* in Sync?
|
|
if (mFieldData.mLightOn && !mFieldData.mLightSync)
|
|
{
|
|
// Yes, so calculate Light Luminance.
|
|
Luminance = LuminanceMidPoint + LuminanceMagnitude * mCosTable[(U32)pFoliageItem->LightPhase];
|
|
|
|
// Animate Light Phase (Modulus).
|
|
pFoliageItem->LightPhase = pFoliageItem->LightPhase + (pFoliageItem->LightTimeRatio * ElapsedTime);
|
|
if (pFoliageItem->LightPhase >= 720.0f) pFoliageItem->LightPhase -= 720.0f;
|
|
}
|
|
|
|
// Calculate Distance to Item.
|
|
Distance = (pFoliageItem->Transform.getPosition() - state->getCameraPosition()).len();
|
|
|
|
// Trivially reject the billboard if it's beyond the SceneGraphs visible distance.
|
|
if (Distance > state->getVisibleDistance()) continue;
|
|
|
|
// Calculate Fog Alpha.
|
|
FogAlpha = 1.0f - state->getHazeAndFog(Distance, pFoliageItem->Transform.getPosition().z - state->getCameraPosition().z);
|
|
|
|
// Trivially reject the billboard if it's totally transparent.
|
|
if (FogAlpha < FXFOLIAGE_ALPHA_EPSILON) continue;
|
|
|
|
// Can we trivially accept the billboard?
|
|
if (Distance >= MinimumViewDistance && Distance <= MaximumViewDistance)
|
|
{
|
|
// Yes, so are we fading out?
|
|
if (Distance < mFieldData.mViewClosest)
|
|
{
|
|
// Yes, so set fade-out.
|
|
ItemAlpha = 1.0f - ((mFieldData.mViewClosest - Distance) * mFadeOutGradient);
|
|
}
|
|
// No, so are we fading in?
|
|
else if (Distance > ClippedViewDistance)
|
|
{
|
|
// Yes, so set fade-in
|
|
ItemAlpha = 1.0f - ((Distance - ClippedViewDistance) * mFadeInGradient);
|
|
}
|
|
// No, so set full.
|
|
else
|
|
{
|
|
ItemAlpha = 1.0f;
|
|
}
|
|
|
|
// Clamp upper-limit to Fog Alpha.
|
|
if (ItemAlpha > FogAlpha) ItemAlpha = FogAlpha;
|
|
|
|
// Store our Modelview.
|
|
glPushMatrix();
|
|
|
|
// Perform Spherical Billboarding.
|
|
dglMultMatrix(&pFoliageItem->Transform);
|
|
dglGetModelview(&ModelView);
|
|
ModelView.setColumn(0, XRotation);
|
|
ModelView.setColumn(1, YRotation);
|
|
dglLoadMatrix(&ModelView);
|
|
|
|
// Fetch Width/Height.
|
|
Width = pFoliageItem->Width / 2.0f;
|
|
Height = pFoliageItem->Height;
|
|
|
|
// Fetch Flipped Flag.
|
|
LeftTexPos = pFoliageItem->Flipped ? 1.0f : 0.0f;
|
|
RightTexPos = 1.0f - LeftTexPos;
|
|
|
|
// Draw Billboard.
|
|
glBegin(GL_QUADS);
|
|
// Set Blend Function.
|
|
glColor4f(Luminance,Luminance,Luminance, ItemAlpha);
|
|
|
|
// Draw Top part of billboard.
|
|
glTexCoord2f (LeftTexPos,0);
|
|
glVertex3f (-Width+SwayOffsetX,SwayOffsetY,Height);
|
|
glTexCoord2f (RightTexPos,0);
|
|
glVertex3f (+Width+SwayOffsetX,SwayOffsetY,Height);
|
|
|
|
// Set Ground Blend.
|
|
if (mFieldData.mGroundAlpha < 1.0f) glColor4f(Luminance, Luminance, Luminance, mFieldData.mGroundAlpha < ItemAlpha ? mFieldData.mGroundAlpha : ItemAlpha);
|
|
|
|
// Draw bottom part of billboard.
|
|
glTexCoord2f (RightTexPos,1);
|
|
glVertex3f (+Width,0,0);
|
|
glTexCoord2f (LeftTexPos,1);
|
|
glVertex3f (-Width,0,0);
|
|
glEnd();
|
|
|
|
// Restore our Modelview.
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Restore rendering state.
|
|
glTexEnvi ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glDisable ( GL_CULL_FACE );
|
|
glDisable ( GL_ALPHA_TEST );
|
|
glDisable ( GL_BLEND );
|
|
glDisable ( GL_TEXTURE_2D );
|
|
}
|
|
|
|
// Dump Debug Information (Uncomment this if needed).
|
|
//
|
|
// NOTE:- Here we show the number of objects rendered compared to the potential objects in the viewing frustum.
|
|
// Remember that the difference is simply billboards that intersect quad-tree boundaries.
|
|
//
|
|
//if (mFieldData.mUseDebugInfo) Con::printf("fxFoliageReplicator - %d of %d Foliage Items Processed", FoliageProcessed, mFrustumRenderSet.mVisObjectSet.size());
|
|
}
|
|
|
|
// Restore out nice and friendly canonical state.
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
dglSetViewport(viewport);
|
|
|
|
// Check we have restored Canonical State.
|
|
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
|
|
|
|
PROFILE_END();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
U32 fxFoliageReplicator::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
|
|
{
|
|
// Pack Parent.
|
|
U32 retMask = Parent::packUpdate(con, mask, stream);
|
|
|
|
// Write Foliage Replication Flag.
|
|
if (stream->writeFlag(mask & FoliageReplicationMask))
|
|
{
|
|
stream->writeAffineTransform(mObjToWorld); // Foliage Master-Object Position.
|
|
|
|
stream->writeFlag(mFieldData.mUseDebugInfo); // Foliage Debug Information Flag.
|
|
stream->write(mFieldData.mDebugBoxHeight); // Foliage Debug Height.
|
|
stream->write(mFieldData.mSeed); // Foliage Seed.
|
|
stream->write(mFieldData.mFoliageCount); // Foliage Count.
|
|
stream->write(mFieldData.mFoliageRetries); // Foliage Retries.
|
|
stream->writeString(mFieldData.mFoliageFile); // Foliage File.
|
|
|
|
stream->write(mFieldData.mInnerRadiusX); // Foliage Inner Radius X.
|
|
stream->write(mFieldData.mInnerRadiusY); // Foliage Inner Radius Y.
|
|
stream->write(mFieldData.mOuterRadiusX); // Foliage Outer Radius X.
|
|
stream->write(mFieldData.mOuterRadiusY); // Foliage Outer Radius Y.
|
|
|
|
stream->write(mFieldData.mMinWidth); // Foliage Minimum Width.
|
|
stream->write(mFieldData.mMaxWidth); // Foliage Maximum Width.
|
|
stream->write(mFieldData.mMinHeight); // Foliage Minimum Height.
|
|
stream->write(mFieldData.mMaxHeight); // Foliage Maximum Height.
|
|
stream->write(mFieldData.mFixAspectRatio); // Foliage Fix Aspect Ratio.
|
|
stream->write(mFieldData.mFixSizeToMax); // Foliage Fix Size to Max.
|
|
stream->write(mFieldData.mOffsetZ); // Foliage Offset Z.
|
|
stream->write(mFieldData.mRandomFlip); // Foliage Random Flip.
|
|
|
|
stream->write(mFieldData.mUseCulling); // Foliage Use Culling.
|
|
stream->write(mFieldData.mCullResolution); // Foliage Cull Resolution.
|
|
stream->write(mFieldData.mViewDistance); // Foliage View Distance.
|
|
stream->write(mFieldData.mViewClosest); // Foliage View Closest.
|
|
stream->write(mFieldData.mFadeInRegion); // Foliage Fade-In Region.
|
|
stream->write(mFieldData.mFadeOutRegion); // Foliage Fade-Out Region.
|
|
stream->write(mFieldData.mAlphaCutoff); // Foliage Alpha Cutoff.
|
|
stream->write(mFieldData.mGroundAlpha); // Foliage Ground Alpha.
|
|
|
|
stream->writeFlag(mFieldData.mSwayOn); // Foliage Sway On Flag.
|
|
stream->writeFlag(mFieldData.mSwaySync); // Foliage Sway Sync Flag.
|
|
stream->write(mFieldData.mSwayMagnitudeSide); // Foliage Sway Magnitude Side2Side.
|
|
stream->write(mFieldData.mSwayMagnitudeFront); // Foliage Sway Magnitude Front2Back.
|
|
stream->write(mFieldData.mMinSwayTime); // Foliage Minimum Sway Time.
|
|
stream->write(mFieldData.mMaxSwayTime); // Foliage Maximum way Time.
|
|
|
|
stream->writeFlag(mFieldData.mLightOn); // Foliage Light On Flag.
|
|
stream->writeFlag(mFieldData.mLightSync); // Foliage Light Sync
|
|
stream->write(mFieldData.mMinLuminance); // Foliage Minimum Luminance.
|
|
stream->write(mFieldData.mMaxLuminance); // Foliage Maximum Luminance.
|
|
stream->write(mFieldData.mLightTime); // Foliage Light Time.
|
|
|
|
stream->writeFlag(mFieldData.mAllowOnTerrain); // Allow on Terrain.
|
|
stream->writeFlag(mFieldData.mAllowOnInteriors); // Allow on Interiors.
|
|
stream->writeFlag(mFieldData.mAllowStatics); // Allow on Statics.
|
|
stream->writeFlag(mFieldData.mAllowOnWater); // Allow on Water.
|
|
stream->writeFlag(mFieldData.mAllowWaterSurface); // Allow on Water Surface.
|
|
stream->write(mFieldData.mAllowedTerrainSlope); // Foliage Offset Z.
|
|
|
|
stream->writeFlag(mFieldData.mHideFoliage); // Hide Foliage.
|
|
stream->writeFlag(mFieldData.mShowPlacementArea); // Show Placement Area Flag.
|
|
stream->write(mFieldData.mPlacementBandHeight); // Placement Area Height.
|
|
stream->write(mFieldData.mPlaceAreaColour); // Placement Area Colour.
|
|
}
|
|
|
|
// Were done ...
|
|
return(retMask);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void fxFoliageReplicator::unpackUpdate(NetConnection * con, BitStream * stream)
|
|
{
|
|
// Unpack Parent.
|
|
Parent::unpackUpdate(con, stream);
|
|
|
|
// Read Replication Details.
|
|
if(stream->readFlag())
|
|
{
|
|
MatrixF ReplicatorObjectMatrix;
|
|
|
|
stream->readAffineTransform(&ReplicatorObjectMatrix); // Foliage Master Object Position.
|
|
|
|
mFieldData.mUseDebugInfo = stream->readFlag(); // Foliage Debug Information Flag.
|
|
stream->read(&mFieldData.mDebugBoxHeight); // Foliage Debug Height.
|
|
stream->read(&mFieldData.mSeed); // Foliage Seed.
|
|
stream->read(&mFieldData.mFoliageCount); // Foliage Count.
|
|
stream->read(&mFieldData.mFoliageRetries); // Foliage Retries.
|
|
mFieldData.mFoliageFile = stream->readSTString(); // Foliage File.
|
|
|
|
stream->read(&mFieldData.mInnerRadiusX); // Foliage Inner Radius X.
|
|
stream->read(&mFieldData.mInnerRadiusY); // Foliage Inner Radius Y.
|
|
stream->read(&mFieldData.mOuterRadiusX); // Foliage Outer Radius X.
|
|
stream->read(&mFieldData.mOuterRadiusY); // Foliage Outer Radius Y.
|
|
|
|
stream->read(&mFieldData.mMinWidth); // Foliage Minimum Width.
|
|
stream->read(&mFieldData.mMaxWidth); // Foliage Maximum Width.
|
|
stream->read(&mFieldData.mMinHeight); // Foliage Minimum Height.
|
|
stream->read(&mFieldData.mMaxHeight); // Foliage Maximum Height.
|
|
stream->read(&mFieldData.mFixAspectRatio); // Foliage Fix Aspect Ratio.
|
|
stream->read(&mFieldData.mFixSizeToMax); // Foliage Fix Size to Max.
|
|
stream->read(&mFieldData.mOffsetZ); // Foliage Offset Z.
|
|
stream->read(&mFieldData.mRandomFlip); // Foliage Random Flip.
|
|
|
|
stream->read(&mFieldData.mUseCulling); // Foliage Use Culling.
|
|
stream->read(&mFieldData.mCullResolution); // Foliage Cull Resolution.
|
|
stream->read(&mFieldData.mViewDistance); // Foliage View Distance.
|
|
stream->read(&mFieldData.mViewClosest); // Foliage View Closest.
|
|
stream->read(&mFieldData.mFadeInRegion); // Foliage Fade-In Region.
|
|
stream->read(&mFieldData.mFadeOutRegion); // Foliage Fade-Out Region.
|
|
stream->read(&mFieldData.mAlphaCutoff); // Foliage Alpha Cutoff.
|
|
stream->read(&mFieldData.mGroundAlpha); // Foliage Ground Alpha.
|
|
|
|
mFieldData.mSwayOn = stream->readFlag(); // Foliage Sway On Flag.
|
|
mFieldData.mSwaySync = stream->readFlag(); // Foliage Sway Sync Flag.
|
|
stream->read(&mFieldData.mSwayMagnitudeSide); // Foliage Sway Magnitude Side2Side.
|
|
stream->read(&mFieldData.mSwayMagnitudeFront); // Foliage Sway Magnitude Front2Back.
|
|
stream->read(&mFieldData.mMinSwayTime); // Foliage Minimum Sway Time.
|
|
stream->read(&mFieldData.mMaxSwayTime); // Foliage Maximum way Time.
|
|
|
|
mFieldData.mLightOn = stream->readFlag(); // Foliage Light On Flag.
|
|
mFieldData.mLightSync = stream->readFlag(); // Foliage Light Sync
|
|
stream->read(&mFieldData.mMinLuminance); // Foliage Minimum Luminance.
|
|
stream->read(&mFieldData.mMaxLuminance); // Foliage Maximum Luminance.
|
|
stream->read(&mFieldData.mLightTime); // Foliage Light Time.
|
|
|
|
mFieldData.mAllowOnTerrain = stream->readFlag(); // Allow on Terrain.
|
|
mFieldData.mAllowOnInteriors = stream->readFlag(); // Allow on Interiors.
|
|
mFieldData.mAllowStatics = stream->readFlag(); // Allow on Statics.
|
|
mFieldData.mAllowOnWater = stream->readFlag(); // Allow on Water.
|
|
mFieldData.mAllowWaterSurface = stream->readFlag(); // Allow on Water Surface.
|
|
stream->read(&mFieldData.mAllowedTerrainSlope); // Allowed Terrain Slope.
|
|
|
|
mFieldData.mHideFoliage = stream->readFlag(); // Hide Foliage.
|
|
mFieldData.mShowPlacementArea = stream->readFlag(); // Show Placement Area Flag.
|
|
stream->read(&mFieldData.mPlacementBandHeight); // Placement Area Height.
|
|
stream->read(&mFieldData.mPlaceAreaColour);
|
|
|
|
// Calculate Fade-In/Out Gradients.
|
|
mFadeInGradient = 1.0f / mFieldData.mFadeInRegion;
|
|
mFadeOutGradient = 1.0f / mFieldData.mFadeOutRegion;
|
|
|
|
// Set Transform.
|
|
setTransform(ReplicatorObjectMatrix);
|
|
|
|
// Load Foliage Texture on the client.
|
|
mFieldData.mFoliageTexture = TextureHandle( mFieldData.mFoliageFile, MeshTexture );
|
|
|
|
// Set Quad-Tree Box Height Lerp.
|
|
mFrustumRenderSet.mHeightLerp = mFieldData.mDebugBoxHeight;
|
|
|
|
// Create Foliage (if Replication has begun).
|
|
if (mClientReplicationStarted) CreateFoliage();
|
|
}
|
|
}
|
|
|