Torque3D Documentation / _generateds / renderMeshExample.h

renderMeshExample.h

Engine/source/T3D/examples/renderMeshExample.h

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  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#ifndef _RENDERMESHEXAMPLE_H_
 25#define _RENDERMESHEXAMPLE_H_
 26
 27#ifndef _SCENEOBJECT_H_
 28#include "scene/sceneObject.h"
 29#endif
 30#ifndef _GFXVERTEXBUFFER_H_
 31#include "gfx/gfxVertexBuffer.h"
 32#endif
 33#ifndef _GFXPRIMITIVEBUFFER_H_
 34#include "gfx/gfxPrimitiveBuffer.h"
 35#endif
 36
 37class BaseMatInstance;
 38
 39
 40//-----------------------------------------------------------------------------
 41// This class implements a basic SceneObject that can exist in the world at a
 42// 3D position and render itself. There are several valid ways to render an
 43// object in Torque. This class implements the preferred rendering method which
 44// is to submit a MeshRenderInst along with a Material, vertex buffer,
 45// primitive buffer, and transform and allow the RenderMeshMgr handle the
 46// actual setup and rendering for you.
 47//-----------------------------------------------------------------------------
 48
 49class RenderMeshExample : public SceneObject
 50{
 51   typedef SceneObject Parent;
 52
 53   // Networking masks
 54   // We need to implement a mask specifically to handle
 55   // updating our transform from the server object to its
 56   // client-side "ghost". We also need to implement a
 57   // maks for handling editor updates to our properties
 58   // (like material).
 59   enum MaskBits 
 60   {
 61      TransformMask = Parent::NextFreeMask << 0,
 62      UpdateMask    = Parent::NextFreeMask << 1,
 63      NextFreeMask  = Parent::NextFreeMask << 2
 64   };
 65
 66   //--------------------------------------------------------------------------
 67   // Rendering variables
 68   //--------------------------------------------------------------------------
 69   // The name of the Material we will use for rendering
 70   String            mMaterialName;
 71   // The actual Material instance
 72   BaseMatInstance*  mMaterialInst;
 73
 74   // Define our vertex format here so we don't have to
 75   // change it in multiple spots later
 76   typedef GFXVertexPNT VertexType;
 77
 78   // The GFX vertex and primitive buffers
 79   GFXVertexBufferHandle< VertexType> mVertexBuffer;
 80   GFXPrimitiveBufferHandle            mPrimitiveBuffer;
 81
 82public:
 83   RenderMeshExample();
 84   virtual ~RenderMeshExample();
 85
 86   // Declare this object as a ConsoleObject so that we can
 87   // instantiate it into the world and network it
 88   DECLARE_CONOBJECT(RenderMeshExample);
 89
 90   //--------------------------------------------------------------------------
 91   // Object Editing
 92   // Since there is always a server and a client object in Torque and we
 93   // actually edit the server object we need to implement some basic
 94   // networking functions
 95   //--------------------------------------------------------------------------
 96   // Set up any fields that we want to be editable (like position)
 97   static void initPersistFields();
 98
 99   // Allows the object to update its editable settings
100   // from the server object to the client
101   virtual void inspectPostApply();
102
103   // Handle when we are added to the scene and removed from the scene
104   bool onAdd();
105   void onRemove();
106
107   // Override this so that we can dirty the network flag when it is called
108   void setTransform( const MatrixF &mat );
109
110   // This function handles sending the relevant data from the server
111   // object to the client object
112   U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
113   // This function handles receiving relevant data from the server
114   // object and applying it to the client object
115   void unpackUpdate( NetConnection *conn, BitStream *stream );
116
117   //--------------------------------------------------------------------------
118   // Object Rendering
119   // Torque utilizes a "batch" rendering system. This means that it builds a
120   // list of objects that need to render (via RenderInst's) and then renders
121   // them all in one batch. This allows it to optimized on things like
122   // minimizing texture, state, and shader switching by grouping objects that
123   // use the same Materials.
124   //--------------------------------------------------------------------------
125   // Create the geometry for rendering
126   void createGeometry();
127
128   // Get the Material instance
129   void updateMaterial();
130
131   // This is the function that allows this object to submit itself for rendering
132   void prepRenderImage( SceneRenderState *state );
133};
134
135#endif // _RENDERMESHEXAMPLE_H_
136