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- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // 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<ZodiacSpec> terr_zodes;
- static Vector<ZodiacSpec> 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_
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