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Add all new AFX files
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145
Engine/source/afx/ce/afxBillboard_T3D.cpp
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145
Engine/source/afx/ce/afxBillboard_T3D.cpp
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/primBuilder.h"
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#include "afx/afxChoreographer.h"
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#include "afx/ce/afxBillboard.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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void afxBillboard::prepRenderImage(SceneRenderState* state)
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{
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if (!is_visible)
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return;
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind(this, &afxBillboard::_renderBillboard);
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ri->type = RenderPassManager::RIT_ObjectTranslucent;
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ri->translucentSort = true;
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ri->defaultKey = (U32)(dsize_t)mDataBlock;
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ri->sortDistSq = getWorldBox().getSqDistanceToPoint( state->getCameraPosition() );
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state->getRenderPass()->addInst(ri);
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}
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void afxBillboard::_renderBillboard(ObjectRenderInst *ri, SceneRenderState* state, BaseMatInstance* overrideMat)
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{
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if (overrideMat)
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return;
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// predraw
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if (normal_sb.isNull())
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{
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GFXStateBlockDesc desc;
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// Culling -- it's a billboard, so no backfaces
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desc.setCullMode(GFXCullCW);
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// Blending
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desc.setBlend(true, mDataBlock->srcBlendFactor, mDataBlock->dstBlendFactor);
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desc.alphaTestEnable = (desc.blendSrc == GFXBlendSrcAlpha &&
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(desc.blendDest == GFXBlendInvSrcAlpha || desc.blendDest == GFXBlendOne));
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desc.alphaTestRef = 1;
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desc.alphaTestFunc = GFXCmpGreaterEqual;
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desc.setZReadWrite(true);
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desc.zFunc = GFXCmpLessEqual;
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desc.zWriteEnable = false;
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desc.samplersDefined = true;
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switch (mDataBlock->texFunc)
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{
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case afxBillboardData::TexFuncReplace:
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desc.samplers[0].textureColorOp = GFXTOPDisable;
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break;
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case afxBillboardData::TexFuncModulate:
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desc.samplers[0].textureColorOp = GFXTOPModulate;
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break;
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case afxBillboardData::TexFuncAdd:
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desc.samplers[0].textureColorOp = GFXTOPAdd;
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break;
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}
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desc.samplers[1].textureColorOp = GFXTOPDisable;
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normal_sb = GFX->createStateBlock(desc);
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desc.setCullMode(GFXCullCCW);
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reflected_sb = GFX->createStateBlock(desc);
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}
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if (state->isReflectPass())
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GFX->setStateBlock(reflected_sb);
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else
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GFX->setStateBlock(normal_sb);
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GFXTransformSaver saver;
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GFX->multWorld(getRenderTransform());
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GFX->setTexture(0, mDataBlock->txr);
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MatrixF worldmod = GFX->getWorldMatrix();
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MatrixF viewmod = GFX->getViewMatrix();
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Point4F Position;
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MatrixF ModelView;
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ModelView.mul(viewmod, worldmod);
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ModelView.getColumn(3, &Position);
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ModelView.identity();
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ModelView.setColumn(3, Position);
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GFX->setWorldMatrix(ModelView);
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MatrixF ident;
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ident.identity();
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GFX->setViewMatrix(ident);
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F32 width = mDataBlock->dimensions.x * 0.5f * mObjScale.x;
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F32 height = mDataBlock->dimensions.y * 0.5f * mObjScale.z;
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Point3F points[4];
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points[0].set( width, 0.0f, -height);
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points[1].set(-width, 0.0f, -height);
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points[2].set(-width, 0.0f, height);
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points[3].set( width, 0.0f, height);
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PrimBuild::begin(GFXTriangleStrip, 4);
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{
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PrimBuild::color4f(live_color.red, live_color.green, live_color.blue, live_color.alpha*fade_amt);
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PrimBuild::texCoord2f(mDataBlock->texCoords[1].x, mDataBlock->texCoords[1].y);
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PrimBuild::vertex3fv(points[1]);
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PrimBuild::texCoord2f(mDataBlock->texCoords[2].x, mDataBlock->texCoords[2].y);
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PrimBuild::vertex3fv(points[0]);
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PrimBuild::texCoord2f(mDataBlock->texCoords[0].x, mDataBlock->texCoords[0].y);
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PrimBuild::vertex3fv(points[2]);
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PrimBuild::texCoord2f(mDataBlock->texCoords[3].x, mDataBlock->texCoords[3].y);
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PrimBuild::vertex3fv(points[3]);
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}
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PrimBuild::end();
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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