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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 "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<ObjectRenderInst>();
- 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();
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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