mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
228 lines
7.1 KiB
C++
228 lines
7.1 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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#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/afxZodiacPlane.h"
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void afxZodiacPlane::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, &afxZodiacPlane::_renderZodiacPlane);
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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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if (false)
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{
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ri->sortDistSq = getWorldBox().getSqDistanceToPoint( state->getCameraPosition() );
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}
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else // (sort by radius distance)
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{
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Point3F xyz_scale = getScale();
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F32 uni_scalar = getMax(xyz_scale.x, xyz_scale.y);
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uni_scalar = getMax(uni_scalar, xyz_scale.z);
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Point3F uni_scale(uni_scalar, uni_scalar, uni_scalar);
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Point3F local_cam_pos = state->getCameraPosition();
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getRenderWorldTransform().mulP(local_cam_pos);
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local_cam_pos.convolveInverse(uni_scale);
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switch (mDataBlock->face_dir)
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{
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case afxZodiacPlaneData::FACES_UP:
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case afxZodiacPlaneData::FACES_DOWN:
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local_cam_pos.z = 0;
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break;
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case afxZodiacPlaneData::FACES_FORWARD:
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case afxZodiacPlaneData::FACES_BACK:
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local_cam_pos.y = 0;
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break;
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case afxZodiacPlaneData::FACES_RIGHT:
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case afxZodiacPlaneData::FACES_LEFT:
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local_cam_pos.x = 0;
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break;
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}
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/* AFX_T3D_BROKEN -- enhanced transparency sorting of ZodiacPlanes JTF Note: evaluate this
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if (local_cam_pos.lenSquared() <= radius*radius)
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{
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ri->sortPoint = local_cam_pos;
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}
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else
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{
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local_cam_pos.normalize();
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ri->sortPoint = local_cam_pos*radius;
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}
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ri->sortPoint.convolve(uni_scale);
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getRenderTransform().mulP(ri->sortPoint);
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*/
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}
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state->getRenderPass()->addInst(ri);
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}
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void afxZodiacPlane::_renderZodiacPlane(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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// projection
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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
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desc.setCullMode((mDataBlock->double_sided) ? GFXCullNone : GFXCullCW);
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// Blending
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U32 blend = (mDataBlock->zflags & BLEND_MASK);
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switch (blend)
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{
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case BLEND_ADDITIVE:
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desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendOne);
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break;
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case BLEND_SUBTRACTIVE:
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desc.setBlend(true, GFXBlendZero, GFXBlendInvSrcColor);
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break;
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case BLEND_NORMAL:
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desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
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break;
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}
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// JTF Note: check this desc.setAlphaTest((blend != BLEND_SUBTRACTIVE), GFXCmpGreater, 0);
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desc.setAlphaTest(true, GFXCmpGreater, 0);
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desc.setZReadWrite(true);
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desc.zFunc = GFXCmpGreaterEqual;
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desc.zWriteEnable = false;
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desc.samplersDefined = true;
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normal_sb = GFX->createStateBlock(desc);
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if (mDataBlock->double_sided)
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reflected_sb = normal_sb;
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else
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{
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desc.setCullMode(GFXCullCCW);
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reflected_sb = GFX->createStateBlock(desc);
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}
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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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Point3F basePoints[4];
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switch (mDataBlock->face_dir)
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{
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case afxZodiacPlaneData::FACES_UP:
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basePoints[0].set( 0.5f, -0.5f, 0.0f);
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basePoints[1].set(-0.5f, -0.5f, 0.0f);
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basePoints[2].set(-0.5f, 0.5f, 0.0f);
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basePoints[3].set( 0.5f, 0.5f, 0.0f);
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break;
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case afxZodiacPlaneData::FACES_DOWN:
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basePoints[3].set(-0.5f, 0.5f, 0.0f);
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basePoints[2].set( 0.5f, 0.5f, 0.0f);
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basePoints[1].set( 0.5f, -0.5f, 0.0f);
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basePoints[0].set(-0.5f, -0.5f, 0.0f);
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break;
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case afxZodiacPlaneData::FACES_FORWARD:
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basePoints[0].set( 0.5f, 0.0f, -0.5f);
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basePoints[1].set(-0.5f, 0.0f, -0.5f);
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basePoints[2].set(-0.5f, 0.0f, 0.5f);
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basePoints[3].set( 0.5f, 0.0f, 0.5f);
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break;
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case afxZodiacPlaneData::FACES_BACK:
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basePoints[3].set(-0.5f, 0.0f, 0.5f);
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basePoints[2].set( 0.5f, 0.0f, 0.5f);
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basePoints[1].set( 0.5f, 0.0f, -0.5f);
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basePoints[0].set(-0.5f, 0.0f, -0.5f);
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break;
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case afxZodiacPlaneData::FACES_RIGHT:
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basePoints[0].set(0.0f, 0.5f, -0.5f);
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basePoints[1].set(0.0f, -0.5f, -0.5f);
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basePoints[2].set(0.0f, -0.5f, 0.5f);
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basePoints[3].set(0.0f, 0.5f, 0.5f);
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break;
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case afxZodiacPlaneData::FACES_LEFT:
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basePoints[3].set(0.0f, -0.5f, 0.5f);
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basePoints[2].set(0.0f, 0.5f, 0.5f);
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basePoints[1].set(0.0f, 0.5f, -0.5f);
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basePoints[0].set(0.0f, -0.5f, -0.5f);
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break;
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}
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F32 len = 2*radius;
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Point3F points[4];
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Point2F texCoords[4]; // default: {{0.0,0.0}, {0.0,1.0}, {1.0,1.0}, {1.0,0.0}}
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texCoords[0].set(1.0,1.0);
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texCoords[1].set(0.0,1.0);
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texCoords[2].set(0.0,0.0);
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texCoords[3].set(1.0,0.0);
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for( int i=0; i<4; i++ )
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{
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points[i].x = basePoints[i].x;
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points[i].y = basePoints[i].y;
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points[i].z = basePoints[i].z;
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points[i] *= len;
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}
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GFXTransformSaver saver;
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GFX->multWorld(getRenderTransform());
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GFX->setTexture(0, mDataBlock->getTexture());
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PrimBuild::begin(GFXTriangleStrip, 4);
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{
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PrimBuild::color4f(color.red, color.green, color.blue, color.alpha);
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PrimBuild::texCoord2f(texCoords[1].x, texCoords[1].y);
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PrimBuild::vertex3f(points[1].x, points[1].y, points[1].z);
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PrimBuild::texCoord2f(texCoords[0].x, texCoords[0].y);
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PrimBuild::vertex3f(points[0].x, points[0].y, points[0].z);
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PrimBuild::texCoord2f(texCoords[2].x, texCoords[2].y);
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PrimBuild::vertex3f(points[2].x, points[2].y, points[2].z);
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PrimBuild::texCoord2f(texCoords[3].x, texCoords[3].y);
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PrimBuild::vertex3f(points[3].x, points[3].y, points[3].z);
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}
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PrimBuild::end();
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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