//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // 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_TERRAIN_RENDERER_H_ #define _AFX_ZODIAC_TERRAIN_RENDERER_H_ //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #include "renderInstance/renderBinManager.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// class TerrCell; class afxZodiacTerrainRenderer : public RenderBinManager { typedef RenderBinManager Parent; struct TerrainZodiacElem { const TerrainBlock* block; const TerrCell* cell; U32 zode_idx; F32 ang; MatrixF mRenderObjToWorld; F32 camDist; }; Vector terrain_zodes; static afxZodiacTerrainRenderer* master; GFXStateBlockRef norm_norefl_zb_SB, norm_refl_zb_SB; GFXStateBlockRef add_norefl_zb_SB, add_refl_zb_SB; GFXStateBlockRef sub_norefl_zb_SB, sub_refl_zb_SB; ShaderData* zodiac_shader; GFXShaderConstBufferRef shader_consts; GFXShaderConstHandle* projection_sc; GFXShaderConstHandle* color_sc; bool shader_initialized; GFXStateBlock* chooseStateBlock(U32 blend, bool isReflectPass); public: static const RenderInstType RIT_TerrainZodiac; /*C*/ afxZodiacTerrainRenderer(); /*C*/ afxZodiacTerrainRenderer(F32 renderOrder, F32 processAddOrder); /*D*/ ~afxZodiacTerrainRenderer(); // RenderBinManager virtual void sort(){} // don't sort them virtual void clear(); void initShader(); void addZodiac(U32 zode_idx, const Point3F& pos, F32 ang, const TerrainBlock*, const TerrCell*, const MatrixF& mRenderObjToWorld, F32 camDist); virtual void render(SceneRenderState*); static afxZodiacTerrainRenderer* getMaster(); // ConsoleObject DECLARE_CONOBJECT(afxZodiacTerrainRenderer); DECLARE_CATEGORY("AFX"); }; //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #endif // _AFX_ZODIAC_TERRAIN_RENDERER_H_