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

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_