tge/engine/game/fx/fxFoliageReplicator.h
2017-04-17 06:17:10 -06:00

309 lines
10 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Written by Melvyn May, 4th August 2002.
//-----------------------------------------------------------------------------
#ifndef _FOLIAGEREPLICATOR_H_
#define _FOLIAGEREPLICATOR_H_
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#define AREA_ANIMATION_ARC (1.0f / 360.0f)
#define FXFOLIAGEREPLICATOR_COLLISION_MASK ( TerrainObjectType | \
InteriorObjectType | \
StaticObjectType | \
WaterObjectType )
#define FXFOLIAGEREPLICATOR_NOWATER_COLLISION_MASK ( TerrainObjectType | \
InteriorObjectType | \
StaticObjectType )
#define FXFOLIAGE_ALPHA_EPSILON 1e-4
//------------------------------------------------------------------------------
// Class: fxFoliageItem
//------------------------------------------------------------------------------
class fxFoliageItem
{
public:
MatrixF Transform;
F32 Width;
F32 Height;
Box3F FoliageBox;
bool Flipped;
F32 SwayPhase;
F32 SwayTimeRatio;
F32 LightPhase;
F32 LightTimeRatio;
U32 LastFrameSerialID;
};
//------------------------------------------------------------------------------
// Class: fxFoliageCulledList
//------------------------------------------------------------------------------
class fxFoliageCulledList
{
public:
fxFoliageCulledList() {};
fxFoliageCulledList(Box3F SearchBox, fxFoliageCulledList* InVec);
~fxFoliageCulledList() {};
void FindCandidates(Box3F SearchBox, fxFoliageCulledList* InVec);
U32 GetListCount(void) { return mCulledObjectSet.size(); };
fxFoliageItem* GetElement(U32 index) { return mCulledObjectSet[index]; };
Vector<fxFoliageItem*> mCulledObjectSet; // Culled Object Set.
};
//------------------------------------------------------------------------------
// Class: fxFoliageQuadNode
//------------------------------------------------------------------------------
class fxFoliageQuadrantNode
{
public:
U32 Level;
Box3F QuadrantBox;
fxFoliageQuadrantNode* QuadrantChildNode[4];
Vector<fxFoliageItem*> RenderList;
fxFoliageQuadrantNode()
{
}
};
//------------------------------------------------------------------------------
// Class: fxFoliageRenderList
//------------------------------------------------------------------------------
class fxFoliageRenderList
{
public:
Point3F FarPosLeftUp; // View Frustum.
Point3F FarPosLeftDown;
Point3F FarPosRightUp;
Point3F FarPosRightDown;
Point3F CameraPosition; // Camera Position.
Box3F mBox; // Clipping Box.
PlaneF ViewPlanes[5]; // Clipping View-Planes.
Vector<fxFoliageItem*> mVisObjectSet; // Visible Object Set.
F32 mHeightLerp; // Height Lerp.
public:
bool IsQuadrantVisible(const Box3F VisBox, const MatrixF& RenderTransform);
void SetupClipPlanes(SceneState* state, const F32 FarClipPlane);
void CompileVisibleSet(const fxFoliageQuadrantNode* pNode, const MatrixF& RenderTransform, const bool UseDebug);
void DrawQuadBox(const Box3F& QuadBox, const ColorF Colour);
};
//------------------------------------------------------------------------------
// Class: fxFoliageReplicator
//------------------------------------------------------------------------------
class fxFoliageReplicator : public SceneObject
{
private:
typedef SceneObject Parent;
protected:
void CreateFoliage(void);
void DestroyFoliage(void);
void SyncFoliageReplicators(void);
Box3F FetchQuadrant(Box3F Box, U32 Quadrant);
void ProcessQuadrant(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList, U32 Quadrant);
void ProcessNodeChildren(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList);
enum { FoliageReplicationMask = (1 << 0) };
U32 mCreationAreaAngle;
bool mClientReplicationStarted;
bool mAddedToScene;
U32 mCurrentFoliageCount;
Vector<fxFoliageQuadrantNode*> mFoliageQuadTree;
Vector<fxFoliageItem*> mReplicatedFoliage;
fxFoliageRenderList mFrustumRenderSet;
MRandomLCG RandomGen;
F32 mFadeInGradient;
F32 mFadeOutGradient;
S32 mLastRenderTime;
F32 mGlobalSwayPhase;
F32 mGlobalSwayTimeRatio;
F32 mGlobalLightPhase;
F32 mGlobalLightTimeRatio;
U32 mFrameSerialID;
U32 mQuadTreeLevels; // Quad-Tree Levels.
U32 mPotentialFoliageNodes; // Potential Foliage Nodes.
U32 mNextAllocatedNodeIdx; // Next Allocated Node Index.
U32 mBillboardsAcquired; // Billboards Acquired.
public:
fxFoliageReplicator();
~fxFoliageReplicator();
void StartUp(void);
void ShowReplication(void);
void HideReplication(void);
// SceneObject
void renderObject(SceneState *state, SceneRenderImage *image);
virtual bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone,
const bool modifyBaseZoneState = false);
// SimObject
bool onAdd();
void onRemove();
void onEditorEnable();
void onEditorDisable();
void inspectPostApply();
// NetObject
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
// ConObject.
static void initPersistFields();
// Field Data.
class tagFieldData
{
public:
bool mUseDebugInfo;
F32 mDebugBoxHeight;
U32 mSeed;
StringTableEntry mFoliageFile;
TextureHandle mFoliageTexture;
U32 mFoliageCount;
U32 mFoliageRetries;
U32 mInnerRadiusX;
U32 mInnerRadiusY;
U32 mOuterRadiusX;
U32 mOuterRadiusY;
F32 mMinWidth;
F32 mMaxWidth;
F32 mMinHeight;
F32 mMaxHeight;
bool mFixAspectRatio;
bool mFixSizeToMax;
F32 mOffsetZ;
bool mRandomFlip;
bool mUseCulling;
U32 mCullResolution;
F32 mViewDistance;
F32 mViewClosest;
F32 mFadeInRegion;
F32 mFadeOutRegion;
F32 mAlphaCutoff;
F32 mGroundAlpha;
bool mSwayOn;
bool mSwaySync;
F32 mSwayMagnitudeSide;
F32 mSwayMagnitudeFront;
F32 mMinSwayTime;
F32 mMaxSwayTime;
bool mLightOn;
bool mLightSync;
F32 mMinLuminance;
F32 mMaxLuminance;
F32 mLightTime;
bool mAllowOnTerrain;
bool mAllowOnInteriors;
bool mAllowStatics;
bool mAllowOnWater;
bool mAllowWaterSurface;
S32 mAllowedTerrainSlope;
bool mHideFoliage;
bool mShowPlacementArea;
U32 mPlacementBandHeight;
ColorF mPlaceAreaColour;
tagFieldData()
{
// Set Defaults.
mUseDebugInfo = false;
mDebugBoxHeight = 1.0f;
mSeed = gRandGen.randI(0, 1000000000);;
mFoliageFile = StringTable->insert("");
mFoliageTexture = TextureHandle();
mFoliageCount = 10;
mFoliageRetries = 100;
mInnerRadiusX = 0;
mInnerRadiusY = 0;
mOuterRadiusX = 128;
mOuterRadiusY = 128;
mMinWidth = 1;
mMaxWidth = 3;
mMinHeight = 1;
mMaxHeight = 5;
mFixAspectRatio = true;
mFixSizeToMax = false;
mOffsetZ = 0;
mRandomFlip = true;
mUseCulling = true;
mCullResolution = 64;
mViewDistance = 50.0f;
mViewClosest = 1.0f;
mFadeInRegion = 10.0f;
mFadeOutRegion = 1.0f;
mAlphaCutoff = 0.2f;
mGroundAlpha = 1.0f;
mSwayOn = false;
mSwaySync = false;
mSwayMagnitudeSide = 0.1f;
mSwayMagnitudeFront = 0.2f;
mMinSwayTime = 3.0f;
mMaxSwayTime = 10.0f;
mLightOn = false;
mLightSync = false;
mMinLuminance = 0.7f;
mMaxLuminance = 1.0f;
mLightTime = 5.0f;
mAllowOnTerrain = true;
mAllowOnInteriors = true;
mAllowStatics = true;
mAllowOnWater = false;
mAllowWaterSurface = false;
mAllowedTerrainSlope = 90;
mHideFoliage = false;
mShowPlacementArea = true;
mPlacementBandHeight = 25;
mPlaceAreaColour .set(0.4f, 0, 0.8f);
}
} mFieldData;
// Declare Console Object.
DECLARE_CONOBJECT(fxFoliageReplicator);
};
#endif // _FOLIAGEREPLICATOR_H_