Torque3D/Engine/source/afx/ce/afxBillboard.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

125 lines
4 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// 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.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _AFX_BILLBOARD_H_
#define _AFX_BILLBOARD_H_
#include "afx/afxEffectDefs.h"
#define BLEND_UNDEFINED GFXBlend_COUNT
class afxBillboardData : public GameBaseData, public afxEffectDefs
{
typedef GameBaseData Parent;
public:
// This enum specifies common blend settings with predefined values
// for src/dst blend factors.
enum BlendStyle {
BlendUndefined,
BlendNormal,
BlendAdditive,
BlendSubtractive,
BlendPremultAlpha,
BlendUser,
};
public:
DECLARE_IMAGEASSET(afxBillboardData, Texture, onChangeTexture, GFXStaticTextureSRGBProfile);
DECLARE_ASSET_SETGET(afxBillboardData, Texture);
LinearColorF color;
Point2F texCoords[4];
Point2F dimensions;
S32 blendStyle;
GFXBlend srcBlendFactor;
GFXBlend dstBlendFactor;
public:
/*C*/ afxBillboardData();
/*C*/ afxBillboardData(const afxBillboardData&, bool = false);
void packData(BitStream*) override;
void unpackData(BitStream*) override;
bool preload(bool server, String &errorStr) override;
bool allowSubstitutions() const override { return true; }
static void initPersistFields();
void onChangeTexture() {}
DECLARE_CONOBJECT(afxBillboardData);
};
typedef afxBillboardData::BlendStyle afxBillboard_BlendStyle;
DefineEnumType( afxBillboard_BlendStyle );
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxBillboard
class afxBillboard : public GameBase, public afxEffectDefs
{
typedef GameBase Parent;
friend class afxEA_Billboard;
private:
afxBillboardData* mDataBlock;
F32 fade_amt;
bool is_visible;
S8 sort_priority;
LinearColorF live_color;
GFXStateBlockRef normal_sb;
GFXStateBlockRef reflected_sb;
public:
/*C*/ afxBillboard();
/*D*/ ~afxBillboard();
bool onNewDataBlock(GameBaseData* dptr, bool reload) override;
bool onAdd() override;
void onRemove() override;
void setFadeAmount(F32 amt) { fade_amt = amt; }
void setSortPriority(S8 priority) { sort_priority = priority; }
void setVisibility(bool flag) { is_visible = flag; }
void prepRenderImage(SceneRenderState*) override;
void _renderBillboard(ObjectRenderInst*, SceneRenderState*, BaseMatInstance*);
DECLARE_CONOBJECT(afxBillboard);
DECLARE_CATEGORY("UNLISTED");
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_BILLBOARD_H_