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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 "terrain/terrRender.h"
- #include "afx/ce/afxZodiac.h"
- #include "afx/ce/afxZodiacMgr.h"
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // afxZodiacMgr
- Vector<afxZodiacMgr::ZodiacSpec> afxZodiacMgr::terr_zodes;
- Vector<afxZodiacMgr::ZodiacSpec> afxZodiacMgr::inter_zodes;
- afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris_head = NULL;
- afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris_tail = NULL;
- afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris = NULL;
- U32 afxZodiacMgr::zode_tris_idx = 0;
- U32 afxZodiacMgr::n_zode_tris = 0;
- afxZodiacMgr::ZodiacSpec* afxZodiacMgr::live_zodiac = 0;
- ShaderData* afxZodiacMgr::terrain_zode_shader = 0;
- ShaderData* afxZodiacMgr::atlas_zode_shader = 0;
- ShaderData* afxZodiacMgr::interior_zode_shader = 0;
- ShaderData* afxZodiacMgr::polysoup_zode_shader = 0;
- void afxZodiacMgr::addTerrainZodiac(Point3F& pos, F32 radius, LinearColorF& color, F32 angle, afxZodiacData* zode)
- {
- if (radius < 0.001f)
- return;
- ZodiacSpec z;
- z.pos = pos;
- z.radius_xy = radius;
- z.vert_range.set(0.0f, 0.0f);
- z.grade_range.set(0.0f, 1.0f);
- z.color = color.toColorI();
- z.angle = mDegToRad(angle);
- z.zflags = zode->zflags;
- z.txr = &zode->mTexture;
- z.distance_max = zode->distance_max*zode->distance_max;
- z.distance_falloff = zode->distance_falloff*zode->distance_falloff;
- z.distance_delta = z.distance_max - z.distance_falloff;
- if (terr_zodes.size() < MAX_ZODIACS)
- terr_zodes.push_back(z);
- }
- void afxZodiacMgr::addInteriorZodiac(Point3F& pos, F32 radius, Point2F& vert_range, LinearColorF& color, F32 angle, afxZodiacData* zode)
- {
- if (radius < 0.001f)
- return;
- ZodiacSpec z;
- z.pos = pos;
- z.radius_xy = radius;
- z.vert_range = vert_range;
- z.grade_range = zode->grade_range;
- z.color = color.toColorI();
- z.angle = mDegToRad(angle);
- z.zflags = zode->zflags;
- z.txr = &zode->mTexture;
- z.distance_max = zode->distance_max*zode->distance_max;
- z.distance_falloff = zode->distance_falloff*zode->distance_falloff;
- z.distance_delta = z.distance_max - z.distance_falloff;
- if (inter_zodes.size() < MAX_ZODIACS)
- inter_zodes.push_back(z);
- }
- void afxZodiacMgr::frameReset()
- {
- terr_zodes.clear();
- inter_zodes.clear();
- }
- void afxZodiacMgr::missionCleanup()
- {
- terrain_zode_shader = 0;
- atlas_zode_shader = 0;
- interior_zode_shader = 0;
- polysoup_zode_shader = 0;
- }
- // REGULAR TERRAIN ZODIACS //
- void afxZodiacMgr::transformTerrainZodiacs(const MatrixF& world_xfm)
- {
- VectorF facing_vec;
- world_xfm.getColumn(1, &facing_vec);
- F32 yaw = mAtan2(facing_vec.x, facing_vec.y);
- while (yaw < 0.0) yaw += M_2PI_F;
- for (S32 i = 0; i < terr_zodes.size(); i++)
- {
- world_xfm.mulP(terr_zodes[i].pos, &terr_zodes[i].loc_pos);
- F32 ang = terr_zodes[i].angle + yaw;
- terr_zodes[i].loc_cos_ang = mCos(ang);
- terr_zodes[i].loc_sin_ang = mSin(ang);
- }
- zode_tris_head = zode_tris_tail = NULL;
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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