//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // 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 terr_zodes; static Vector 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_