Torque3D Documentation / _generateds / afxMooring_T3D.cpp

afxMooring_T3D.cpp

Engine/source/afx/ce/afxMooring_T3D.cpp

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Detailed Description

 1
 2
 3//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
 4// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
 5// Copyright (C) 2015 Faust Logic, Inc.
 6//
 7// Permission is hereby granted, free of charge, to any person obtaining a copy
 8// of this software and associated documentation files (the "Software"), to
 9// deal in the Software without restriction, including without limitation the
10// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
11// sell copies of the Software, and to permit persons to whom the Software is
12// furnished to do so, subject to the following conditions:
13//
14// The above copyright notice and this permission notice shall be included in
15// all copies or substantial portions of the Software.
16//
17// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
22// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
23// IN THE SOFTWARE.
24//
25//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
26
27#include "afx/arcaneFX.h"
28
29#include "gfx/gfxTransformSaver.h"
30#include "gfx/primBuilder.h"
31
32#include "afx/afxChoreographer.h"
33#include "afx/ce/afxMooring.h"
34
35//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
36
37void afxMooring::prepRenderImage(SceneRenderState* state)
38{
39  if (!mDataBlock->display_axis_marker)
40    return;
41
42  ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
43  ri->renderDelegate.bind(this, &afxMooring::_renderAxisLines);
44  ri->type = RenderPassManager::RIT_ObjectTranslucent;
45  ri->translucentSort = true;
46  ri->defaultKey = (U32)(dsize_t)mDataBlock;
47  ri->sortDistSq = getWorldBox().getSqDistanceToPoint( state->getCameraPosition() );      
48  state->getRenderPass()->addInst(ri);
49}
50
51void afxMooring::_renderAxisLines(ObjectRenderInst *ri, SceneRenderState* state, BaseMatInstance* overrideMat)
52{
53  if (overrideMat)
54    return;
55
56  if (axis_sb.isNull())
57  {
58    GFXStateBlockDesc desc;
59
60    desc.blendDefined = true;
61    desc.blendEnable = false;
62    desc.cullDefined = true;
63    desc.cullMode = GFXCullNone;
64    desc.zDefined = true;
65    desc.zWriteEnable = false;
66
67    axis_sb = GFX->createStateBlock(desc);
68  }
69
70  GFX->setStateBlock(axis_sb);
71
72  GFXTransformSaver saver;
73  GFX->multWorld(getRenderTransform());
74
75   PrimBuild::begin(GFXLineList, 6);
76   PrimBuild::color(LinearColorF(1.0, 0.0, 0.0));
77   PrimBuild::vertex3f(-0.5,  0.0,  0.0);
78   PrimBuild::vertex3f( 0.5,  0.0,  0.0);
79   PrimBuild::color(LinearColorF(0.0, 1.0, 0.0));
80   PrimBuild::vertex3f( 0.0, -0.5,  0.0);
81   PrimBuild::vertex3f( 0.0,  0.5,  0.0);
82   PrimBuild::color(LinearColorF(0.0, 0.0, 1.0));
83   PrimBuild::vertex3f( 0.0,  0.0, -0.5);
84   PrimBuild::vertex3f( 0.0,  0.0,  0.5);
85   PrimBuild::end();
86}
87
88//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
89