Torque3D/Engine/source/afx/ce/afxZodiacPlane_T3D.cpp
2025-01-23 22:12:55 +00:00

228 lines
7.1 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/afxZodiacPlane.h"
void afxZodiacPlane::prepRenderImage(SceneRenderState* state)
{
if (!is_visible)
return;
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind(this, &afxZodiacPlane::_renderZodiacPlane);
ri->type = RenderPassManager::RIT_ObjectTranslucent;
ri->translucentSort = true;
ri->defaultKey = (U32)(dsize_t)mDataBlock;
if (false)
{
ri->sortDistSq = getWorldBox().getSqDistanceToPoint( state->getCameraPosition() );
}
else // (sort by radius distance)
{
Point3F xyz_scale = getScale();
F32 uni_scalar = getMax(xyz_scale.x, xyz_scale.y);
uni_scalar = getMax(uni_scalar, xyz_scale.z);
Point3F uni_scale(uni_scalar, uni_scalar, uni_scalar);
Point3F local_cam_pos = state->getCameraPosition();
getRenderWorldTransform().mulP(local_cam_pos);
local_cam_pos.convolveInverse(uni_scale);
switch (mDataBlock->face_dir)
{
case afxZodiacPlaneData::FACES_UP:
case afxZodiacPlaneData::FACES_DOWN:
local_cam_pos.z = 0;
break;
case afxZodiacPlaneData::FACES_FORWARD:
case afxZodiacPlaneData::FACES_BACK:
local_cam_pos.y = 0;
break;
case afxZodiacPlaneData::FACES_RIGHT:
case afxZodiacPlaneData::FACES_LEFT:
local_cam_pos.x = 0;
break;
}
/* AFX_T3D_BROKEN -- enhanced transparency sorting of ZodiacPlanes JTF Note: evaluate this
if (local_cam_pos.lenSquared() <= radius*radius)
{
ri->sortPoint = local_cam_pos;
}
else
{
local_cam_pos.normalize();
ri->sortPoint = local_cam_pos*radius;
}
ri->sortPoint.convolve(uni_scale);
getRenderTransform().mulP(ri->sortPoint);
*/
}
state->getRenderPass()->addInst(ri);
}
void afxZodiacPlane::_renderZodiacPlane(ObjectRenderInst *ri, SceneRenderState* state, BaseMatInstance* overrideMat)
{
if (overrideMat)
return;
// projection
// predraw
if (normal_sb.isNull())
{
GFXStateBlockDesc desc;
// Culling
desc.setCullMode((mDataBlock->double_sided) ? GFXCullNone : GFXCullCW);
// Blending
U32 blend = (mDataBlock->zflags & BLEND_MASK);
switch (blend)
{
case BLEND_ADDITIVE:
desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendOne);
break;
case BLEND_SUBTRACTIVE:
desc.setBlend(true, GFXBlendZero, GFXBlendInvSrcColor);
break;
case BLEND_NORMAL:
desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
break;
}
// JTF Note: check this desc.setAlphaTest((blend != BLEND_SUBTRACTIVE), GFXCmpGreater, 0);
desc.setAlphaTest(true, GFXCmpGreater, 0);
desc.setZReadWrite(true);
desc.zFunc = GFXCmpLessEqual;
desc.zWriteEnable = false;
desc.samplersDefined = true;
normal_sb = GFX->createStateBlock(desc);
if (mDataBlock->double_sided)
reflected_sb = normal_sb;
else
{
desc.setCullMode(GFXCullCCW);
reflected_sb = GFX->createStateBlock(desc);
}
}
if (state->isReflectPass())
GFX->setStateBlock(reflected_sb);
else
GFX->setStateBlock(normal_sb);
Point3F basePoints[4];
switch (mDataBlock->face_dir)
{
case afxZodiacPlaneData::FACES_UP:
basePoints[0].set( 0.5f, -0.5f, 0.0f);
basePoints[1].set(-0.5f, -0.5f, 0.0f);
basePoints[2].set(-0.5f, 0.5f, 0.0f);
basePoints[3].set( 0.5f, 0.5f, 0.0f);
break;
case afxZodiacPlaneData::FACES_DOWN:
basePoints[3].set(-0.5f, 0.5f, 0.0f);
basePoints[2].set( 0.5f, 0.5f, 0.0f);
basePoints[1].set( 0.5f, -0.5f, 0.0f);
basePoints[0].set(-0.5f, -0.5f, 0.0f);
break;
case afxZodiacPlaneData::FACES_FORWARD:
basePoints[0].set( 0.5f, 0.0f, -0.5f);
basePoints[1].set(-0.5f, 0.0f, -0.5f);
basePoints[2].set(-0.5f, 0.0f, 0.5f);
basePoints[3].set( 0.5f, 0.0f, 0.5f);
break;
case afxZodiacPlaneData::FACES_BACK:
basePoints[3].set(-0.5f, 0.0f, 0.5f);
basePoints[2].set( 0.5f, 0.0f, 0.5f);
basePoints[1].set( 0.5f, 0.0f, -0.5f);
basePoints[0].set(-0.5f, 0.0f, -0.5f);
break;
case afxZodiacPlaneData::FACES_RIGHT:
basePoints[0].set(0.0f, 0.5f, -0.5f);
basePoints[1].set(0.0f, -0.5f, -0.5f);
basePoints[2].set(0.0f, -0.5f, 0.5f);
basePoints[3].set(0.0f, 0.5f, 0.5f);
break;
case afxZodiacPlaneData::FACES_LEFT:
basePoints[3].set(0.0f, -0.5f, 0.5f);
basePoints[2].set(0.0f, 0.5f, 0.5f);
basePoints[1].set(0.0f, 0.5f, -0.5f);
basePoints[0].set(0.0f, -0.5f, -0.5f);
break;
}
F32 len = 2*radius;
Point3F points[4];
Point2F texCoords[4]; // default: {{0.0,0.0}, {0.0,1.0}, {1.0,1.0}, {1.0,0.0}}
texCoords[0].set(1.0,1.0);
texCoords[1].set(0.0,1.0);
texCoords[2].set(0.0,0.0);
texCoords[3].set(1.0,0.0);
for( int i=0; i<4; i++ )
{
points[i].x = basePoints[i].x;
points[i].y = basePoints[i].y;
points[i].z = basePoints[i].z;
points[i] *= len;
}
GFXTransformSaver saver;
GFX->multWorld(getRenderTransform());
GFX->setTexture(0, mDataBlock->getTexture());
PrimBuild::begin(GFXTriangleStrip, 4);
{
PrimBuild::color4f(color.red, color.green, color.blue, color.alpha);
PrimBuild::texCoord2f(texCoords[1].x, texCoords[1].y);
PrimBuild::vertex3f(points[1].x, points[1].y, points[1].z);
PrimBuild::texCoord2f(texCoords[0].x, texCoords[0].y);
PrimBuild::vertex3f(points[0].x, points[0].y, points[0].z);
PrimBuild::texCoord2f(texCoords[2].x, texCoords[2].y);
PrimBuild::vertex3f(points[2].x, points[2].y, points[2].z);
PrimBuild::texCoord2f(texCoords[3].x, texCoords[3].y);
PrimBuild::vertex3f(points[3].x, points[3].y, points[3].z);
}
PrimBuild::end();
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//