Torque3D/Engine/source/afx/ce/afxMooring_T3D.cpp
2017-07-26 19:38:34 +01:00

88 lines
3.2 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.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "afx/arcaneFX.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/primBuilder.h"
#include "afx/afxChoreographer.h"
#include "afx/ce/afxMooring.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
void afxMooring::prepRenderImage(SceneRenderState* state)
{
if (!mDataBlock->display_axis_marker)
return;
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind(this, &afxMooring::_renderAxisLines);
ri->type = RenderPassManager::RIT_ObjectTranslucent;
ri->translucentSort = true;
ri->defaultKey = (U32)(dsize_t)mDataBlock;
ri->sortDistSq = getWorldBox().getSqDistanceToPoint( state->getCameraPosition() );
state->getRenderPass()->addInst(ri);
}
void afxMooring::_renderAxisLines(ObjectRenderInst *ri, SceneRenderState* state, BaseMatInstance* overrideMat)
{
if (overrideMat)
return;
if (axis_sb.isNull())
{
GFXStateBlockDesc desc;
desc.blendDefined = true;
desc.blendEnable = false;
desc.cullDefined = true;
desc.cullMode = GFXCullNone;
desc.ffLighting = false;
desc.zDefined = true;
desc.zWriteEnable = false;
axis_sb = GFX->createStateBlock(desc);
}
GFX->setStateBlock(axis_sb);
GFXTransformSaver saver;
GFX->multWorld(getRenderTransform());
PrimBuild::begin(GFXLineList, 6);
PrimBuild::color(LinearColorF(1.0, 0.0, 0.0));
PrimBuild::vertex3f(-0.5, 0.0, 0.0);
PrimBuild::vertex3f( 0.5, 0.0, 0.0);
PrimBuild::color(LinearColorF(0.0, 1.0, 0.0));
PrimBuild::vertex3f( 0.0, -0.5, 0.0);
PrimBuild::vertex3f( 0.0, 0.5, 0.0);
PrimBuild::color(LinearColorF(0.0, 0.0, 1.0));
PrimBuild::vertex3f( 0.0, 0.0, -0.5);
PrimBuild::vertex3f( 0.0, 0.0, 0.5);
PrimBuild::end();
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//