Torque3D/Engine/source/afx/ce/afxModel_T3D.cpp

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2017-07-26 08:35:44 +00:00
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "afx/arcaneFX.h"
#include "scene/sceneRenderState.h"
#include "scene/sceneManager.h"
#include "ts/tsShapeInstance.h"
#include "lighting/lightQuery.h"
#include "afx/ce/afxModel.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
void afxModel::renderObject(SceneRenderState* state)
{
MatrixF proj = GFX->getProjectionMatrix();
RectI viewport = GFX->getViewport();
MatrixF world = GFX->getWorldMatrix();
GFX->pushWorldMatrix();
TSRenderState rdata;
rdata.setSceneState( state );
rdata.setFadeOverride(fade_amt*mDataBlock->alpha_mult);
// We might have some forward lit materials
// so pass down a query to gather lights.
LightQuery query;
query.init( getWorldSphere() );
rdata.setLightQuery( &query );
MatrixF mat = getRenderTransform();
mat.scale( mObjScale );
GFX->setWorldMatrix( mat );
shape_inst->animate();
shape_inst->render(rdata);
GFX->popWorldMatrix();
GFX->setProjectionMatrix( proj );
GFX->setViewport( viewport );
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//