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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.
- //
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #include "afx/arcaneFX.h"
- #include "scene/sceneRenderState.h"
- #include "scene/sceneManager.h"
- #include "ts/tsShapeInstance.h"
- #include "lighting/lightQuery.h"
- #include "afx/ce/afxModel.h"
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- void afxModel::renderObject(SceneRenderState* state)
- {
- MatrixF proj = GFX->getProjectionMatrix();
- RectI viewport = GFX->getViewport();
- MatrixF world = GFX->getWorldMatrix();
- GFX->pushWorldMatrix();
- TSRenderState rdata;
- rdata.setSceneState( state );
- rdata.setFadeOverride(fade_amt*mDataBlock->alpha_mult);
- // We might have some forward lit materials
- // so pass down a query to gather lights.
- LightQuery query;
- query.init( getWorldSphere() );
- rdata.setLightQuery( &query );
- MatrixF mat = getRenderTransform();
- mat.scale( mObjScale );
- GFX->setWorldMatrix( mat );
- shape_inst->animate();
- shape_inst->render(rdata);
- GFX->popWorldMatrix();
- GFX->setProjectionMatrix( proj );
- GFX->setViewport( viewport );
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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