mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
88 lines
3.2 KiB
C++
88 lines
3.2 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/afxMooring.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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void afxMooring::prepRenderImage(SceneRenderState* state)
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{
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if (!mDataBlock->display_axis_marker)
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return;
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind(this, &afxMooring::_renderAxisLines);
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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 afxMooring::_renderAxisLines(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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if (axis_sb.isNull())
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{
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GFXStateBlockDesc desc;
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desc.blendDefined = true;
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desc.blendEnable = false;
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desc.cullDefined = true;
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desc.cullMode = GFXCullNone;
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desc.ffLighting = false;
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desc.zDefined = true;
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desc.zWriteEnable = false;
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axis_sb = GFX->createStateBlock(desc);
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}
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GFX->setStateBlock(axis_sb);
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GFXTransformSaver saver;
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GFX->multWorld(getRenderTransform());
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PrimBuild::begin(GFXLineList, 6);
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PrimBuild::color(LinearColorF(1.0, 0.0, 0.0));
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PrimBuild::vertex3f(-0.5, 0.0, 0.0);
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PrimBuild::vertex3f( 0.5, 0.0, 0.0);
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PrimBuild::color(LinearColorF(0.0, 1.0, 0.0));
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PrimBuild::vertex3f( 0.0, -0.5, 0.0);
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PrimBuild::vertex3f( 0.0, 0.5, 0.0);
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PrimBuild::color(LinearColorF(0.0, 0.0, 1.0));
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PrimBuild::vertex3f( 0.0, 0.0, -0.5);
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PrimBuild::vertex3f( 0.0, 0.0, 0.5);
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PrimBuild::end();
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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