//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // 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/afxBillboard.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// void afxBillboard::prepRenderImage(SceneRenderState* state) { if (!is_visible) return; ObjectRenderInst *ri = state->getRenderPass()->allocInst(); ri->renderDelegate.bind(this, &afxBillboard::_renderBillboard); ri->type = RenderPassManager::RIT_ObjectTranslucent; ri->translucentSort = true; ri->defaultKey = (U32)(dsize_t)mDataBlock; ri->sortDistSq = getWorldBox().getSqDistanceToPoint( state->getCameraPosition() ); state->getRenderPass()->addInst(ri); } void afxBillboard::_renderBillboard(ObjectRenderInst *ri, SceneRenderState* state, BaseMatInstance* overrideMat) { if (overrideMat) return; // predraw if (normal_sb.isNull()) { GFXStateBlockDesc desc; // Culling -- it's a billboard, so no backfaces desc.setCullMode(GFXCullCW); // Blending desc.setBlend(true, mDataBlock->srcBlendFactor, mDataBlock->dstBlendFactor); desc.alphaTestEnable = (desc.blendSrc == GFXBlendSrcAlpha && (desc.blendDest == GFXBlendInvSrcAlpha || desc.blendDest == GFXBlendOne)); desc.alphaTestRef = 1; desc.alphaTestFunc = GFXCmpGreaterEqual; desc.setZReadWrite(true); desc.zFunc = GFXCmpLessEqual; desc.zWriteEnable = false; desc.samplersDefined = true; normal_sb = GFX->createStateBlock(desc); desc.setCullMode(GFXCullCCW); reflected_sb = GFX->createStateBlock(desc); } if (state->isReflectPass()) GFX->setStateBlock(reflected_sb); else GFX->setStateBlock(normal_sb); GFXTransformSaver saver; GFX->multWorld(getRenderTransform()); GFX->setTexture(0, mDataBlock->mTexture); MatrixF worldmod = GFX->getWorldMatrix(); MatrixF viewmod = GFX->getViewMatrix(); Point4F Position; MatrixF ModelView; ModelView.mul(viewmod, worldmod); ModelView.getColumn(3, &Position); ModelView.identity(); ModelView.setColumn(3, Position); GFX->setWorldMatrix(ModelView); MatrixF ident; ident.identity(); GFX->setViewMatrix(ident); F32 width = mDataBlock->dimensions.x * 0.5f * mObjScale.x; F32 height = mDataBlock->dimensions.y * 0.5f * mObjScale.z; Point3F points[4]; points[0].set( width, 0.0f, -height); points[1].set(-width, 0.0f, -height); points[2].set(-width, 0.0f, height); points[3].set( width, 0.0f, height); PrimBuild::begin(GFXTriangleStrip, 4); { PrimBuild::color4f(live_color.red, live_color.green, live_color.blue, live_color.alpha*fade_amt); PrimBuild::texCoord2f(mDataBlock->texCoords[1].x, mDataBlock->texCoords[1].y); PrimBuild::vertex3fv(points[1]); PrimBuild::texCoord2f(mDataBlock->texCoords[2].x, mDataBlock->texCoords[2].y); PrimBuild::vertex3fv(points[0]); PrimBuild::texCoord2f(mDataBlock->texCoords[0].x, mDataBlock->texCoords[0].y); PrimBuild::vertex3fv(points[2]); PrimBuild::texCoord2f(mDataBlock->texCoords[3].x, mDataBlock->texCoords[3].y); PrimBuild::vertex3fv(points[3]); } PrimBuild::end(); } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//