mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
72 lines
2.5 KiB
C++
72 lines
2.5 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.
|
|
//
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
#include "afx/arcaneFX.h"
|
|
|
|
#include "scene/sceneRenderState.h"
|
|
#include "scene/sceneManager.h"
|
|
#include "ts/tsShapeInstance.h"
|
|
#include "lighting/lightQuery.h"
|
|
|
|
#include "afx/ce/afxModel.h"
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
void afxModel::renderObject(SceneRenderState* state)
|
|
{
|
|
MatrixF proj = GFX->getProjectionMatrix();
|
|
RectI viewport = GFX->getViewport();
|
|
|
|
MatrixF world = GFX->getWorldMatrix();
|
|
|
|
GFX->pushWorldMatrix();
|
|
|
|
TSRenderState rdata;
|
|
rdata.setSceneState( state );
|
|
rdata.setFadeOverride(fade_amt*mDataBlock->alpha_mult);
|
|
|
|
// We might have some forward lit materials
|
|
// so pass down a query to gather lights.
|
|
LightQuery query;
|
|
query.init( getWorldSphere() );
|
|
rdata.setLightQuery( &query );
|
|
|
|
MatrixF mat = getRenderTransform();
|
|
mat.scale( mObjScale );
|
|
GFX->setWorldMatrix( mat );
|
|
|
|
shape_inst->animate();
|
|
|
|
shape_inst->render(rdata);
|
|
|
|
GFX->popWorldMatrix();
|
|
|
|
GFX->setProjectionMatrix( proj );
|
|
GFX->setViewport( viewport );
|
|
}
|
|
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|