mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-25 23:24:46 +00:00
Should render fallback for namedTarget if namedTarget fails Add safety around namedtarget getTexture to stop assert Missing assets should revert to fallback image and print a warning to console Remove REFACTOR tag from all macros.
122 lines
3.9 KiB
C++
122 lines
3.9 KiB
C++
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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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#ifndef _AFX_BILLBOARD_H_
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#define _AFX_BILLBOARD_H_
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#include "afx/afxEffectDefs.h"
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#define BLEND_UNDEFINED GFXBlend_COUNT
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class afxBillboardData : public GameBaseData, public afxEffectDefs
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{
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typedef GameBaseData Parent;
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public:
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// This enum specifies common blend settings with predefined values
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// for src/dst blend factors.
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enum BlendStyle {
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BlendUndefined,
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BlendNormal,
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BlendAdditive,
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BlendSubtractive,
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BlendPremultAlpha,
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BlendUser,
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};
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public:
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DECLARE_IMAGEASSET(afxBillboardData, Texture, GFXStaticTextureSRGBProfile)
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LinearColorF color;
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Point2F texCoords[4];
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Point2F dimensions;
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S32 blendStyle;
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GFXBlend srcBlendFactor;
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GFXBlend dstBlendFactor;
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public:
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/*C*/ afxBillboardData();
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/*C*/ afxBillboardData(const afxBillboardData&, bool = false);
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void packData(BitStream*) override;
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void unpackData(BitStream*) override;
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bool preload(bool server, String &errorStr) override;
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bool allowSubstitutions() const override { return true; }
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static void initPersistFields();
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DECLARE_CONOBJECT(afxBillboardData);
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};
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typedef afxBillboardData::BlendStyle afxBillboard_BlendStyle;
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DefineEnumType( afxBillboard_BlendStyle );
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxBillboard
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class afxBillboard : public GameBase, public afxEffectDefs
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{
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typedef GameBase Parent;
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friend class afxEA_Billboard;
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private:
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afxBillboardData* mDataBlock;
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F32 fade_amt;
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bool is_visible;
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S8 sort_priority;
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LinearColorF live_color;
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GFXStateBlockRef normal_sb;
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GFXStateBlockRef reflected_sb;
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public:
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/*C*/ afxBillboard();
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/*D*/ ~afxBillboard();
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bool onNewDataBlock(GameBaseData* dptr, bool reload) override;
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bool onAdd() override;
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void onRemove() override;
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void setFadeAmount(F32 amt) { fade_amt = amt; }
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void setSortPriority(S8 priority) { sort_priority = priority; }
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void setVisibility(bool flag) { is_visible = flag; }
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void prepRenderImage(SceneRenderState*) override;
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void _renderBillboard(ObjectRenderInst*, SceneRenderState*, BaseMatInstance*);
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DECLARE_CONOBJECT(afxBillboard);
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DECLARE_CATEGORY("UNLISTED");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_BILLBOARD_H_
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