Example #1
0
void SkyBox::_initMaterial()
{
   if ( mMatInstance )
      SAFE_DELETE( mMatInstance );

   if ( mMaterial )
      mMatInstance = mMaterial->createMatInstance();
   else
      mMatInstance = MATMGR->createMatInstance( "WarningMaterial" );

   // We want to disable culling and z write.
   GFXStateBlockDesc desc;
   desc.setCullMode( GFXCullNone );
   desc.setBlend( true );
   desc.setZReadWrite( true, false );
   mMatInstance->addStateBlockDesc( desc );

   // Also disable lighting on the skybox material by default.
   FeatureSet features = MATMGR->getDefaultFeatures();
   features.removeFeature( MFT_RTLighting );
   features.removeFeature( MFT_Visibility );
   features.addFeature(MFT_SkyBox);

   // Now initialize the material.
   mMatInstance->init(features, getGFXVertexFormat<GFXVertexPNT>());
}
void ForestWindEmitter::_renderEmitterInfo( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
   if ( overrideMat )
      return;

   GFXTransformSaver saver;

   GFXDrawUtil *drawer = GFX->getDrawUtil();

   AssertFatal( drawer, "Got NULL GFXDrawUtil!" );

   const Point3F &pos = getPosition();
   const VectorF &windVec = mWind->getDirection();

   GFXStateBlockDesc desc;
   desc.setBlend( true );
   desc.setZReadWrite( true, false );

   // Draw an arrow pointing
   // in the wind direction.
   drawer->drawArrow( desc, pos, pos + (windVec * mWindStrength), ColorI( 0, 0, 255, 255 ) );//Point3F( -235.214, 219.589, 34.0991 ), Point3F( -218.814, 244.731, 37.5587 ), ColorI( 255, 255, 0, 255 ) );//
   drawer->drawArrow( desc, pos, pos + (mWind->getTarget() * mWindStrength ), ColorI( 255, 0, 0, 85 ) );

   // Draw a 2D circle for the wind radius.
   if ( isRadialEmitter() )
      drawer->drawSphere( desc, mWindRadius, pos, ColorI( 255, 0, 0, 80 ) );
}
Example #3
0
/// Creates the default state blocks for a list of render states
void ProcessedMaterial::_initRenderStateStateBlocks( RenderPassData *rpd )
{
    GFXStateBlockDesc stateTranslucent;
    GFXStateBlockDesc stateGlow;
    GFXStateBlockDesc stateReflect;
    GFXStateBlockDesc statePass;

    _initStateBlockTemplates( stateTranslucent, stateGlow, stateReflect );
    _initPassStateBlock( rpd, statePass );

    // Ok, we've got our templates set up, let's combine them together based on state and
    // create our state blocks.
    for (U32 i = 0; i < RenderPassData::STATE_MAX; i++)
    {
        GFXStateBlockDesc stateFinal;

        if (i & RenderPassData::STATE_REFLECT)
            stateFinal.addDesc(stateReflect);
        if (i & RenderPassData::STATE_TRANSLUCENT)
            stateFinal.addDesc(stateTranslucent);
        if (i & RenderPassData::STATE_GLOW)
            stateFinal.addDesc(stateGlow);

        stateFinal.addDesc(statePass);

        if (i & RenderPassData::STATE_WIREFRAME)
            stateFinal.fillMode = GFXFillWireframe;

        GFXStateBlockRef sb = GFX->createStateBlock(stateFinal);
        rpd->mRenderStates[i] = sb;
    }
}
Example #4
0
bool CloudLayer::onAdd()
{
   if ( !Parent::onAdd() )
      return false;

   setGlobalBounds();
   resetWorldBox();

   addToScene();

   if ( isClientObject() )
   {
      _initTexture();
      _initBuffers();

      // Find ShaderData
      ShaderData *shaderData;
      mShader = Sim::findObject( "CloudLayerShader", shaderData ) ? 
                  shaderData->getShader() : NULL;
      if ( !mShader )
      {
         Con::errorf( "CloudLayer::onAdd - could not find CloudLayerShader" );
         return false;
      }

      // Create ShaderConstBuffer and Handles
      mShaderConsts = mShader->allocConstBuffer();
      mModelViewProjSC = mShader->getShaderConstHandle( "$modelView" );
      mEyePosWorldSC = mShader->getShaderConstHandle( "$eyePosWorld" );
      mSunVecSC = mShader->getShaderConstHandle( "$sunVec" );
      mTexOffsetSC[0] = mShader->getShaderConstHandle( "$texOffset0" );
      mTexOffsetSC[1] = mShader->getShaderConstHandle( "$texOffset1" );
      mTexOffsetSC[2] = mShader->getShaderConstHandle( "$texOffset2" );
      mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
      mAmbientColorSC = mShader->getShaderConstHandle( "$ambientColor" );
      mSunColorSC = mShader->getShaderConstHandle( "$sunColor" );
      mCoverageSC = mShader->getShaderConstHandle( "$cloudCoverage" );
      mExposureSC = mShader->getShaderConstHandle( "$cloudExposure" );
      mBaseColorSC = mShader->getShaderConstHandle( "$cloudBaseColor" );
      mNormalHeightMapSC = mShader->getShaderConstHandle( "$normalHeightMap" );

      // Create StateBlocks
      GFXStateBlockDesc desc;
      desc.setCullMode( GFXCullNone );
      desc.setBlend( true );
      desc.setZReadWrite( false, false );
      desc.samplersDefined = true;
      desc.samplers[0].addressModeU = GFXAddressWrap;
      desc.samplers[0].addressModeV = GFXAddressWrap;
      desc.samplers[0].addressModeW = GFXAddressWrap;
      desc.samplers[0].magFilter = GFXTextureFilterLinear;
      desc.samplers[0].minFilter = GFXTextureFilterLinear;
      desc.samplers[0].mipFilter = GFXTextureFilterLinear;
      desc.samplers[0].textureColorOp = GFXTOPModulate;

      mStateblock = GFX->createStateBlock( desc );   
   }

   return true;
}
Example #5
0
void GuiGradientCtrl::onRender(Point2I offset, const RectI& updateRect)
{
   if (mStateBlock.isNull())
   {
      GFXStateBlockDesc desc;
      desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
      desc.setZReadWrite(false);
      desc.zWriteEnable = false;
      desc.setCullMode(GFXCullNone);
      mStateBlock = GFX->createStateBlock( desc );
   }

   RectI boundsRect(offset, getExtent()); 
   renderColorBox(boundsRect);

   if (mPositionChanged) 
   {
      mPositionChanged = false;

      // Now do onAction() if we are allowed
      if (mActionOnMove) 
			onAction();  
   }
   
   //render the children
   renderChildControls( offset, updateRect);
}
Example #6
0
void Trigger::renderObject( ObjectRenderInst *ri,
                            SceneRenderState *state,
                            BaseMatInstance *overrideMat )
{
   if(overrideMat)
      return;

   GFXStateBlockDesc desc;
   desc.setZReadWrite( true, false );
   desc.setBlend( true );

   // Trigger polyhedrons are set up with outward facing normals and CCW ordering
   // so can't enable backface culling.
   desc.setCullMode( GFXCullNone );

   GFXTransformSaver saver;

   MatrixF mat = getRenderTransform();
   mat.scale( getScale() );

   GFX->multWorld( mat );

   GFXDrawUtil *drawer = GFX->getDrawUtil();
   
   drawer->drawPolyhedron( desc, mTriggerPolyhedron, ColorI( 255, 192, 0, 45 ) );

   // Render wireframe.

   desc.setFillModeWireframe();
   drawer->drawPolyhedron( desc, mTriggerPolyhedron, ColorI::BLACK );
}
void DecalRoad::_debugRender( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* )
{
   //if ( mStateBlock.isNull() )
   //   return;

   GFX->enterDebugEvent( ColorI( 255, 0, 0 ), "DecalRoad_debugRender" );
   GFXTransformSaver saver;

   //GFX->setStateBlock( mStateBlock );      

   Point3F size(1,1,1);
   ColorI color( 255, 0, 0, 255 );

   GFXStateBlockDesc desc;
   desc.setZReadWrite( true, false );
   desc.setBlend( true );
   desc.fillMode = GFXFillWireframe;

   if ( smShowBatches )  
   {
      for ( U32 i = 0; i < mBatches.size(); i++ )   
      {
         const Box3F &box = mBatches[i].bounds;         
         GFX->getDrawUtil()->drawCube( desc, box, ColorI(255,100,100,255) );         
      }
   }

   //GFX->leaveDebugEvent();
}
void GuiColorPickerCtrl::onRender(Point2I offset, const RectI& updateRect)
{
   if (mStateBlock.isNull())
   {
      GFXStateBlockDesc desc;
      desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
      desc.setZReadWrite(false);
      desc.zWriteEnable = false;
      desc.setCullMode(GFXCullNone);
      mStateBlock = GFX->createStateBlock( desc );
   }

   RectI boundsRect(offset, getExtent()); 
   renderColorBox(boundsRect);

   if (mPositionChanged) 
   {
      mPositionChanged = false;
      Point2I extent = getRoot()->getExtent();
      // If we are anything but a pallete, change the pick color
      if (mDisplayMode != pPallet)
      {
         Point2I resolution = getRoot()->getExtent();

         U32 buf_x = offset.x + mSelectorPos.x + 1;
         U32 buf_y = ( extent.y - ( offset.y + mSelectorPos.y + 1 ) );
         if(GFX->getAdapterType() != OpenGL)
            buf_y = resolution.y - buf_y;

         GFXTexHandle bb( resolution.x, 
                          resolution.y, 
                          GFXFormatR8G8B8A8, &GFXDefaultRenderTargetProfile, avar("%s() - bb (line %d)", __FUNCTION__, __LINE__) );
         
         Point2I tmpPt( buf_x, buf_y );

         GFXTarget *targ = GFX->getActiveRenderTarget();
         targ->resolveTo( bb );
         
         GBitmap bmp( bb.getWidth(), bb.getHeight() );

         bb.copyToBmp( &bmp );
         
         //bmp.writePNGDebug( "foo.png" );

         ColorI tmp;
         bmp.getColor( buf_x, buf_y, tmp );

         mPickColor = (ColorF)tmp;

         // Now do onAction() if we are allowed
         if (mActionOnMove) 
            onAction();
      }
      
   }
   
   //render the children
   renderChildControls( offset, updateRect);
}
Example #9
0
void Forest::_renderCellBounds( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
    PROFILE_SCOPE( Forest_RenderCellBounds );

    if ( overrideMat )
        return;

    GFXTransformSaver saver;

    MatrixF projBias(true);
    const Frustum frustum = GFX->getFrustum();
    MathUtils::getZBiasProjectionMatrix( 0.001f, frustum, &projBias );
    GFX->setProjectionMatrix( projBias );

    VectorF extents;
    Point3F pos;

    // Get top level cells
    Vector<ForestCell*> cellStack;
    mData->getCells( &cellStack );

    // Holds child cells we need to render as we encounter them.
    Vector<ForestCell*> frontier;

    GFXDrawUtil *drawer = GFX->getDrawUtil();

    GFXStateBlockDesc desc;
    desc.setZReadWrite( true, false );
    desc.setBlend( true );
    desc.setFillModeWireframe();

    while ( !cellStack.empty() )
    {
        while ( !cellStack.empty() )
        {
            const ForestCell *cell = cellStack.last();
            cellStack.pop_back();

            Box3F box = cell->getBounds();

            drawer->drawCube( desc, box, ColorI( 0, 255, 0 ) );

            RectF rect = cell->getRect();

            box.minExtents.set( rect.point.x, rect.point.y, box.minExtents.z );
            box.maxExtents.set( rect.point.x + rect.extent.x, rect.point.y + rect.extent.y, box.minExtents.z );

            drawer->drawCube( desc, box, ColorI::RED );

            // If this cell has children, add them to the frontier.
            if ( !cell->isLeaf() )
                cell->getChildren( &frontier );
        }

        // Now the frontier becomes the cellStack and we empty the frontier.
        cellStack = frontier;
        frontier.clear();
    }
}
Example #10
0
void DebugDrawer::setupStateBlocks()
{
   GFXStateBlockDesc d;

   d.setCullMode(GFXCullNone);
   mRenderZOnSB = GFX->createStateBlock(d);
   
   d.setZReadWrite(false);
   mRenderZOffSB = GFX->createStateBlock(d);
}
Example #11
0
void TerrCell::renderBounds() const
{
   ColorI color;
   color.interpolate( ColorI::RED, ColorI::GREEN, (F32)mLevel / 3.0f );

   GFXStateBlockDesc desc;
   desc.setZReadWrite( true, false );
   desc.fillMode = GFXFillWireframe;
   
   GFX->getDrawUtil()->drawCube( desc, mBounds, color );
}
void TSShapeInstance::renderDebugNodes()
{
   GFXDrawUtil *drawUtil = GFX->getDrawUtil();
   ColorI color( 255, 0, 0, 255 );

   GFXStateBlockDesc desc;
   desc.setBlend( false );
   desc.setZReadWrite( false, false );

   for ( U32 i = 0; i < mNodeTransforms.size(); i++ )
      drawUtil->drawTransform( desc, mNodeTransforms[i], NULL, NULL );
}
void PxCapsulePlayer::renderDebug( ObjectRenderInst *ri, SceneState *state, BaseMatInstance *overrideMat )
{
   Point3F center = pxCast<Point3F>( mCapsuleController->getDebugPosition() );   
   F32 radius = mCapsuleController->getRadius();
   F32 height = mCapsuleController->getHeight();

   GFXStateBlockDesc desc;
   desc.setBlend( true );
   desc.setZReadWrite( true, false );

   GFX->getDrawUtil()->drawCapsule( desc, center, radius, height, ColorI(100,100,200,160) );
}
void GuiDecalEditorCtrl::renderScene(const RectI & updateRect)
{
   PROFILE_SCOPE( GuiDecalEditorCtrl_renderScene );

   GFXTransformSaver saver;

   RectI bounds = getBounds();
   
   ColorI hlColor(0,255,0,255);
   ColorI regColor(255,0,0,255);
   ColorI selColor(0,0,255,255);
   ColorI color;
   
   GFXDrawUtil *drawUtil = GFX->getDrawUtil();   

   GFXStateBlockDesc desc;
   desc.setBlend( true );
   desc.setZReadWrite( true, false );

   // Draw 3D stuff here.   
   if ( mSELDecal )
   {
      mGizmo->renderGizmo( mLastCameraQuery.cameraMatrix, mLastCameraQuery.fov );

      mSELEdgeVerts.clear();
      if ( gDecalManager->clipDecal( mSELDecal, &mSELEdgeVerts ) )
         _renderDecalEdge( mSELEdgeVerts, ColorI( 255, 255, 255, 255 ) );

      const F32 &decalSize = mSELDecal->mSize;
      Point3F boxSize( decalSize, decalSize, decalSize );

      MatrixF worldMat( true );
      mSELDecal->getWorldMatrix( &worldMat, true );   

      drawUtil->drawObjectBox( desc, boxSize, mSELDecal->mPosition, worldMat, ColorI( 255, 255, 255, 255 ) );
   }

   if ( mHLDecal )
   {
      mHLEdgeVerts.clear();
      if ( gDecalManager->clipDecal( mHLDecal, &mHLEdgeVerts ) )
         _renderDecalEdge( mHLEdgeVerts, ColorI( 255, 255, 255, 255 ) );

      const F32 &decalSize = mHLDecal->mSize;
      Point3F boxSize( decalSize, decalSize, decalSize );

      MatrixF worldMat( true );
      mHLDecal->getWorldMatrix( &worldMat, true );  

      drawUtil->drawObjectBox( desc, boxSize, mHLDecal->mPosition, worldMat, ColorI( 255, 255, 255, 255 ) );
   }
} 
Example #15
0
bool BasicClouds::onAdd()
{
   if ( !Parent::onAdd() )
      return false;

   setGlobalBounds();
   resetWorldBox();

   addToScene();

   if ( isClientObject() )
   {
      _initTexture();
      _initBuffers();

      // Find ShaderData
      ShaderData *shaderData;
      mShader = Sim::findObject( "BasicCloudsShader", shaderData ) ? shaderData->getShader() : NULL;
      if ( !mShader )
      {
         Con::errorf( "BasicClouds::onAdd - could not find BasicCloudsShader" );
         return false;
      }

      // Create ShaderConstBuffer and Handles
      mShaderConsts = mShader->allocConstBuffer();
      mModelViewProjSC = mShader->getShaderConstHandle( "$modelView" );
      mTimeSC = mShader->getShaderConstHandle( "$accumTime" );
      mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
      mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
      mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
      mDiffuseMapSC = mShader->getShaderConstHandle( "$diffuseMap" );

      // Create StateBlocks
      GFXStateBlockDesc desc;
      desc.setCullMode( GFXCullNone );
      desc.setBlend( true );
      desc.setZReadWrite( false, false );
      desc.samplersDefined = true;
      desc.samplers[0].addressModeU = GFXAddressWrap;
      desc.samplers[0].addressModeV = GFXAddressWrap;
      desc.samplers[0].addressModeW = GFXAddressWrap;
      desc.samplers[0].magFilter = GFXTextureFilterLinear;
      desc.samplers[0].minFilter = GFXTextureFilterLinear;
      desc.samplers[0].mipFilter = GFXTextureFilterLinear;
      desc.samplers[0].textureColorOp = GFXTOPModulate;
      
      mStateblock = GFX->createStateBlock( desc );      
   }

   return true;
}
Example #16
0
void Lightning::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
{
   if (overrideMat)
      return;

   if (mLightningSB.isNull())
   {
      GFXStateBlockDesc desc;
      desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendOne);
      desc.setCullMode(GFXCullNone);
      desc.zWriteEnable = false;
      desc.samplersDefined = true;
      desc.samplers[0].magFilter = GFXTextureFilterLinear;
      desc.samplers[0].minFilter = GFXTextureFilterLinear;
      desc.samplers[0].addressModeU = GFXAddressWrap;
      desc.samplers[0].addressModeV = GFXAddressWrap;

      mLightningSB = GFX->createStateBlock(desc);

   }

   GFX->setStateBlock(mLightningSB);


   Strike* walk = mStrikeListHead;
   while (walk != NULL)
   {
      GFX->setTexture(0, mDataBlock->strikeTextures[0]);

      for( U32 i=0; i<3; i++ )
      {
         if( walk->bolt[i].isFading )
         {
            F32 alpha = 1.0f - walk->bolt[i].percentFade;
            if( alpha < 0.0f ) alpha = 0.0f;
            PrimBuild::color4f( fadeColor.red, fadeColor.green, fadeColor.blue, alpha );
         }
         else
         {
            PrimBuild::color4f( color.red, color.green, color.blue, color.alpha );
         }
         walk->bolt[i].render( state->getCameraPosition() );
      }

      walk = walk->next;
   }

   //GFX->setZWriteEnable(true);
	//GFX->setAlphaTestEnable(false);
	//GFX->setAlphaBlendEnable(false);
}
Example #17
0
void ConvexShape::renderFaceEdges( S32 faceid, const ColorI &color /*= ColorI::WHITE*/, F32 lineWidth /*= 1.0f */ )
{
   const Vector< ConvexShape::Face > &faceList = mGeometry.faces;

   if ( faceid >= faceList.size() )
      return;

   GFXTransformSaver saver;
   MatrixF xfm( mObjToWorld );
   xfm.scale( mObjScale );
   GFX->multWorld( xfm );

   GFXStateBlockDesc desc;
   desc.setBlend( true );
   GFX->setStateBlockByDesc( desc );

   MatrixF projBias(true);
   const Frustum& frustum = GFX->getFrustum();
   MathUtils::getZBiasProjectionMatrix( 0.001f, frustum, &projBias );
   GFX->setProjectionMatrix( projBias );

   S32 s = faceid;
   S32 e = faceid + 1;

   if ( faceid == -1 )
   {
      s = 0;
      e = faceList.size();
   }

   for ( S32 i = s; i < e; i++ )
   {
      const ConvexShape::Face &face = faceList[i];
      const Vector< ConvexShape::Edge > &edgeList = face.edges;
      const Vector< U32 > &facePntList = face.points;
      const Vector< Point3F > &pointList = mGeometry.points;

      PrimBuild::begin( GFXLineList, edgeList.size() * 2 );

      PrimBuild::color( color );

      for ( S32 j = 0; j < edgeList.size(); j++ )         
      {
         PrimBuild::vertex3fv( pointList[ facePntList[ edgeList[j].p0 ] ] );
         PrimBuild::vertex3fv( pointList[ facePntList[ edgeList[j].p1 ] ] );
      }

      PrimBuild::end();
   }
}
Example #18
0
void DecalRoad::_initMaterial()
{
   SAFE_DELETE( mMatInst );

   if ( mMaterial )
      mMatInst = mMaterial->createMatInstance();
   else
      mMatInst = MATMGR->createMatInstance( "WarningMaterial" );

   GFXStateBlockDesc desc;
   desc.setZReadWrite( true, false );
   mMatInst->addStateBlockDesc( desc );

   mMatInst->init( MATMGR->getDefaultFeatures(), getGFXVertexFormat<GFXVertexPNTBT>() );
}
Example #19
0
   void NavMesh::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat)
   {
      if(overrideMat)
         return;

      if(state->isReflectPass())
         return;

      PROFILE_SCOPE(NavMesh_Render);

      GFXDrawUtil *drawer = GFX->getDrawUtil();

      GFXStateBlockDesc desc;
      desc.setZReadWrite(true, false);
      desc.setBlend(true);
      desc.setCullMode(GFXCullNone);

      drawer->drawCube(desc, getWorldBox(), ColorI(136, 255, 228, 45));
      desc.setFillModeWireframe();
      drawer->drawCube(desc, getWorldBox(), ColorI::BLACK);

      // Recast debug draw
      duDebugDrawTorque dd;
      NetObject *no = getServerObject();
      if(no && isSelected())
      {
         NavMesh *n = static_cast<NavMesh*>(no);
         RenderMode mode = mRenderMode;
         bool build = n->mBuilding;
         if(build)
         {
            mode = RENDER_NAVMESH;
            dd.overrideColour(duRGBA(255, 0, 0, 80));
         }
         n->mNavMeshLock.lock();
         switch(mode)
         {
         case RENDER_NAVMESH:    if(n->nm) duDebugDrawNavMesh          (&dd, *n->nm, 0); break;
         case RENDER_CONTOURS:   if(n->cs) duDebugDrawContours         (&dd, *n->cs); break;
         case RENDER_POLYMESH:   if(n->pm) duDebugDrawPolyMesh         (&dd, *n->pm); break;
         case RENDER_DETAILMESH: if(n->pmd) duDebugDrawPolyMeshDetail  (&dd, *n->pmd); break;
         case RENDER_PORTALS:    if(n->nm) duDebugDrawNavMeshPortals   (&dd, *n->nm); break;
         }
         if(n->cs && mRenderConnections && !build)   duDebugDrawRegionConnections(&dd, *n->cs);
         if(n->mInPolys && mRenderInput && !build)   n->mInPolys->render();
         n->mNavMeshLock.unlock();
      }
   }
void ProcessedCustomMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
{
   Parent::_initPassStateBlock( rpd, result );

   if (mCustomMaterial->getStateBlockData())
      result.addDesc(mCustomMaterial->getStateBlockData()->getState());
}
Example #21
0
bool GuiRoadEditorCtrl::onAdd()
{
   if( !Parent::onAdd() )
      return false;

   mRoadSet = DecalRoad::getServerSet();   

   GFXStateBlockDesc desc;      
   desc.setCullMode( GFXCullNone );
   desc.setBlend(false);
   desc.setZReadWrite( false, false );

   mZDisableSB = GFX->createStateBlock(desc);

   return true;
}
GFXGLStateBlock::GFXGLStateBlock(const GFXStateBlockDesc& desc) :
   mDesc(desc),
   mCachedHashValue(desc.getHashValue())
{
    if( !gglHasExtension(ARB_sampler_objects) )
	   return;

   static Map<GFXSamplerStateDesc, U32> mSamplersMap;

	for(int i = 0; i < TEXTURE_STAGE_COUNT; ++i)
	{
		GLuint &id = mSamplerObjects[i];
		GFXSamplerStateDesc &ssd = mDesc.samplers[i];
      Map<GFXSamplerStateDesc, U32>::Iterator itr =  mSamplersMap.find(ssd);
      if(itr == mSamplersMap.end())
      {
		   glGenSamplers(1, &id);

		   glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 1) );
		   glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
		   glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
		   glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
		   glSamplerParameteri(id, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
		   if(static_cast< GFXGLDevice* >( GFX )->supportsAnisotropic() )
			   glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);

         mSamplersMap[ssd] = id;
      }
      else
         id = itr->value;
	}
}
void ForestWindEmitter::_renderEmitterInfo( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
   if ( overrideMat )
      return;

   GFXTransformSaver saver;

   GFXDrawUtil *drawer = GFX->getDrawUtil();

   AssertFatal( drawer, "Got NULL GFXDrawUtil!" );

   const Point3F &pos = getPosition();
   const VectorF &windVec = mWind->getDirection();

   GFXStateBlockDesc desc;
   desc.setBlend( true );
   desc.setZReadWrite( true, false );

   // Draw an arrow pointing
   // in the wind direction.
   drawer->drawArrow( desc, pos, pos + (windVec * mWindStrength), ColorI( 0, 0, 255, 255 ) );//Point3F( -235.214, 219.589, 34.0991 ), Point3F( -218.814, 244.731, 37.5587 ), ColorI( 255, 255, 0, 255 ) );//
   drawer->drawArrow( desc, pos, pos + (mWind->getTarget() * mWindStrength ), ColorI( 255, 0, 0, 85 ) );

   
   S32 useRadius = mWindRadius;
   // Draw a 2D circle for the wind radius.
   if ( isRadialEmitter() )
   {
	   //WLE - Vince 
	   //So the problem is that when your inside the sphere it won't render so it might make someone 
	   //think that it's not working right.  So what I did was determine if the camera is inside the sphere.
	   //If the camera is inside the sphere, then I find the distance from the center of the sphere to the camera
	   //Round down and use that as the radius to draw the sphere.
	   //That way if someone zooms in or out, their screen is still showing the sphere.
      GameConnection * gc = GameConnection::getConnectionToServer();
      GameBase* gb = gc->getCameraObject();
       if (gb)
	   {
		  Point3F camPos = gb->getPosition();
		  if ( getPosition().isInsideSphere( camPos, mWindRadius ) )
			  useRadius =  getPosition().distanceTo(camPos);
	   }
      drawer->drawSphere( desc, useRadius, pos, ColorI( 255, 0, 0, 80 ) );
   }
}
void PxCloth::_initMaterial()
{
   SAFE_DELETE( mMatInst );

   Material *material = NULL;
   if (mMaterialName.isNotEmpty() )
      Sim::findObject( mMaterialName, material );

   if ( material )
      mMatInst = material->createMatInstance();
   else
      mMatInst = MATMGR->createMatInstance( "WarningMaterial" );

   GFXStateBlockDesc desc;
   desc.setCullMode( GFXCullNone );
   mMatInst->addStateBlockDesc( desc );

   mMatInst->init( MATMGR->getDefaultFeatures(), getGFXVertexFormat<GFXVertexPNTT>() );
}
Example #25
0
bool GuiNavEditorCtrl::onAdd()
{
   if(!Parent::onAdd())
      return false;

   GFXStateBlockDesc desc;
   desc.fillMode = GFXFillSolid;
   desc.setBlend(false);
   desc.setZReadWrite(false, false);
   desc.setCullMode(GFXCullNone);

   mZDisableSB = GFX->createStateBlock(desc);

   desc.setZReadWrite(true, true);
   mZEnableSB = GFX->createStateBlock(desc);

   SceneManager::getPreRenderSignal().notify(this, &GuiNavEditorCtrl::_prepRenderImage);

   return true;
}
Example #26
0
BaseMatInstance  * MaterialManager::createWarningMatInstance()
{
   Material *warnMat = static_cast<Material*>(Sim::findObject("WarningMaterial"));

   BaseMatInstance   *warnMatInstance = NULL;

   if( warnMat != NULL )
   {
      warnMatInstance = warnMat->createMatInstance();

      GFXStateBlockDesc desc;
      desc.setCullMode(GFXCullNone);
      warnMatInstance->addStateBlockDesc(desc);

      warnMatInstance->init(  getDefaultFeatures(), 
                              getGFXVertexFormat<GFXVertexPNTTB>() );
   }

   return warnMatInstance;
}
Example #27
0
void Sun::_initCorona()
{
   if ( isServerObject() )
      return;
      
   // Load texture...

   if ( mCoronaTextureName.isNotEmpty() )      
      mCoronaTexture.set( mCoronaTextureName, &GFXDefaultStaticDiffuseProfile, "CoronaTexture" );            

   // Make stateblock...

   if ( mCoronaSB.isNull() )
   {
      GFXStateBlockDesc desc;
      desc.setCullMode( GFXCullNone );
      desc.setAlphaTest( true, GFXCmpGreaterEqual, 1 );
      desc.setZReadWrite( false, false );
      desc.setBlend( true, GFXBlendSrcColor, GFXBlendOne );
      desc.samplersDefined = true;
      desc.samplers[0].textureColorOp = GFXTOPModulate;
      desc.samplers[0].colorArg1 = GFXTATexture;
      desc.samplers[0].colorArg2 = GFXTADiffuse;
      desc.samplers[0].alphaOp = GFXTOPModulate;
      desc.samplers[0].alphaArg1 = GFXTATexture;
      desc.samplers[0].alphaArg2 = GFXTADiffuse;

      mCoronaSB = GFX->createStateBlock(desc);

      desc.setFillModeWireframe();
      mCoronaWireframeSB = GFX->createStateBlock(desc);
   }
}
void ForestWindEmitter::_renderEmitterInfo( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
{
   if ( overrideMat )
      return;

   GFXTransformSaver saver;

   GFXDrawUtil *drawer = GFX->getDrawUtil();

   AssertFatal( drawer, "Got NULL GFXDrawUtil!" );

   const Point3F &pos = getPosition();
   const VectorF &windVec = mWind->getDirection();

   GFXStateBlockDesc desc;
   desc.setBlend( true );
   desc.setZReadWrite( true, false );

   // Draw an arrow pointing
   // in the wind direction.
   drawer->drawArrow( desc, pos, pos + (windVec * mWindStrength), ColorI( 0, 0, 255, 255 ) );//Point3F( -235.214, 219.589, 34.0991 ), Point3F( -218.814, 244.731, 37.5587 ), ColorI( 255, 255, 0, 255 ) );//
   drawer->drawArrow( desc, pos, pos + (mWind->getTarget() * mWindStrength ), ColorI( 255, 0, 0, 85 ) );

   S32 useRadius = mWindRadius;
   // Draw a 2D circle for the wind radius.
   if ( isRadialEmitter() )
   {
      // If the camera is close to the sphere, shrink the sphere so it remains visible.
      GameConnection* gc = GameConnection::getConnectionToServer();
      GameBase* gb;
      if ( gc && (gb = gc->getCameraObject()) )
      {
         F32 camDist = (gb->getPosition() - getPosition()).len();
         if ( camDist < mWindRadius )
            useRadius = camDist;
      }
      drawer->drawSphere( desc, useRadius, pos, ColorI( 255, 0, 0, 80 ) );
   }
}
Example #29
0
GFXStateBlockRef GFXDevice::createStateBlock(const GFXStateBlockDesc& desc)
{
   PROFILE_SCOPE( GFXDevice_CreateStateBlock );

   U32 hashValue = desc.getHashValue();
   if (mCurrentStateBlocks[hashValue])
      return mCurrentStateBlocks[hashValue];

   GFXStateBlockRef result = createStateBlockInternal(desc);
   result->registerResourceWithDevice(this);   
   mCurrentStateBlocks[hashValue] = result;
   return result;
}
Example #30
0
void NavPath::renderSimple(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat)
{
   if(overrideMat)
      return;

   if(state->isReflectPass() || !(isSelected() || mAlwaysRender))
      return;

   GFXDrawUtil *drawer = GFX->getDrawUtil();
   GFXStateBlockDesc desc;
   desc.setZReadWrite(true, false);
   desc.setBlend(true);
   desc.setCullMode(GFXCullNone);

   if(isSelected())
   {
      drawer->drawCube(desc, getWorldBox(), ColorI(136, 255, 228, 5));
      desc.setFillModeWireframe();
      drawer->drawCube(desc, getWorldBox(), ColorI::BLACK);
   }

   desc.setZReadWrite(!mXray, false);

   ColorI pathColour(255, 0, 255);

   if(!mIsLooping)
   {
      desc.setFillModeSolid();
      if(mFromSet) drawer->drawCube(desc, Point3F(0.2f, 0.2f, 0.2f), mFrom, pathColour);
      if(mToSet)   drawer->drawCube(desc, Point3F(0.2f, 0.2f, 0.2f), mTo, pathColour);
   }

   GFXStateBlockRef sb = GFX->createStateBlock(desc);
   GFX->setStateBlock(sb);

   PrimBuild::color3i(pathColour.red, pathColour.green, pathColour.blue);

   PrimBuild::begin(GFXLineStrip, mPoints.size());
   for (U32 i = 0; i < mPoints.size(); i++)
      PrimBuild::vertex3fv(mPoints[i]);
   PrimBuild::end();

   if(mRenderSearch && getServerObject())
   {
      NavPath *np = static_cast<NavPath*>(getServerObject());
      if(np->mQuery && !dtStatusSucceed(np->mStatus))
      {
         duDebugDrawTorque dd;
         dd.overrideColor(duRGBA(250, 20, 20, 255));
         duDebugDrawNavMeshNodes(&dd, *np->mQuery);
         dd.render();
      }
   }
}