mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-04 20:11:01 +00:00
151 lines
5.5 KiB
C++
151 lines
5.5 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_ZODIAC_MGR_H_
|
|
#define _AFX_ZODIAC_MGR_H_
|
|
|
|
#ifndef _ARCANE_FX_H_
|
|
#include "afx/arcaneFX.h"
|
|
#endif
|
|
#ifndef _AFX_ZODIAC_DEFS_H_
|
|
#include "afx/ce/afxZodiacDefs.h"
|
|
#endif
|
|
#ifndef _AFX_ZODIAC_H_
|
|
#include "afx/ce/afxZodiac.h"
|
|
#endif
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
struct GridSquare;
|
|
|
|
class ShaderData;
|
|
class TSStatic;
|
|
|
|
class GroundPlane;
|
|
class MeshRoad;
|
|
class TerrainBlock;
|
|
class TerrCell;
|
|
|
|
class afxZodiacMgr : public afxZodiacDefs
|
|
{
|
|
friend class afxZodiacTerrainRenderer;
|
|
friend class afxZodiacPolysoupRenderer;
|
|
friend class afxZodiacGroundPlaneRenderer;
|
|
friend class afxZodiacMeshRoadRenderer;
|
|
|
|
friend struct TerrainRender;
|
|
|
|
private:
|
|
struct ZodiacSpec
|
|
{
|
|
Point3F pos; //12// world position
|
|
F32 radius_xy; // 4// radius of zodiac
|
|
Point2F vert_range; // 8// vertical range
|
|
Point2F grade_range; // 8// plane gradient range
|
|
ColorI color; // 4// color of zodiac
|
|
F32 angle; // 4// angle in radians
|
|
U32 zflags; // 4// 0=normal,1=additive,2=subtractive
|
|
GFXTexHandle* txr; // 4// zodiac texture
|
|
|
|
F32 distance_max;
|
|
F32 distance_falloff;
|
|
F32 distance_delta;
|
|
|
|
Point3F loc_pos; //12// transformed to local position
|
|
F32 loc_cos_ang; // 4// cosine of local rotation angle
|
|
F32 loc_sin_ang; // 4// sine of local rotation angle
|
|
|
|
F32 calcDistanceFadeBias(F32 camDist) const
|
|
{
|
|
if (camDist < distance_falloff)
|
|
return 1.0f;
|
|
if (camDist < distance_max)
|
|
return (1.0f - (camDist - distance_falloff)/distance_delta);
|
|
return 0.0f;
|
|
}
|
|
};
|
|
|
|
struct ZodiacTriangle
|
|
{
|
|
ColorI color;
|
|
Point2F texco1;
|
|
Point3F point1;
|
|
Point2F texco2;
|
|
Point3F point2;
|
|
Point2F texco3;
|
|
Point3F point3;
|
|
U32 zflags; // 0=normal,1=additive,2=subtractive
|
|
GFXTexHandle* txr;
|
|
ZodiacTriangle* next;
|
|
};
|
|
|
|
static Vector<ZodiacSpec> terr_zodes;
|
|
static Vector<ZodiacSpec> inter_zodes;
|
|
|
|
static ZodiacTriangle* zode_tris_head;
|
|
static ZodiacTriangle* zode_tris_tail;
|
|
static ZodiacTriangle* zode_tris;
|
|
static U32 zode_tris_idx;
|
|
static U32 n_zode_tris;
|
|
|
|
public:
|
|
static ZodiacSpec* live_zodiac;
|
|
private:
|
|
static ShaderData* terrain_zode_shader;
|
|
static ShaderData* atlas_zode_shader;
|
|
static ShaderData* interior_zode_shader;
|
|
static ShaderData* polysoup_zode_shader;
|
|
public:
|
|
static void addTerrainZodiac(Point3F& pos, F32 rad, LinearColorF&, F32 ang, afxZodiacData*);
|
|
static void addInteriorZodiac(Point3F& pos, F32 rad, Point2F& vrange, LinearColorF&, F32 ang, afxZodiacData*);
|
|
static void frameReset();
|
|
static void missionCleanup();
|
|
|
|
static S32 numTerrainZodiacs() { return terr_zodes.size(); }
|
|
static S32 numInteriorZodiacs() { return inter_zodes.size(); }
|
|
|
|
static void transformTerrainZodiacs(const MatrixF& world_xfm);
|
|
static void testTerrainOverlap(GridSquare*, S32 level, Point2I sq_pos, afxZodiacBitmask&);
|
|
|
|
static bool doesBoxOverlapZodiac(const Box3F& box, const ZodiacSpec& zode);
|
|
static bool doesBlockContainZodiacs(SceneRenderState*, TerrainBlock* block_);
|
|
|
|
static bool renderTerrainZodiacs(SceneRenderState*, TerrainBlock*, TerrCell*);
|
|
static ShaderData* getTerrainZodiacShader();
|
|
|
|
static void renderPolysoupZodiacs(SceneRenderState*, TSStatic*);
|
|
static ShaderData* getPolysoupZodiacShader();
|
|
|
|
static void renderGroundPlaneZodiacs(SceneRenderState*, GroundPlane*);
|
|
static ShaderData* getGroundPlaneZodiacShader();
|
|
|
|
static void renderMeshRoadZodiacs(SceneRenderState*, MeshRoad*);
|
|
static ShaderData* getMeshRoadZodiacShader();
|
|
};
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
#endif // _AFX_ZODIAC_MGR_H_
|