afxZodiacMeshRoadRenderer_T3D.h
Engine/source/afx/afxZodiacMeshRoadRenderer_T3D.h
Classes:
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#ifndef _AFX_ZODIAC_MESHROAD_RENDERER_H_ 28#define _AFX_ZODIAC_MESHROAD_RENDERER_H_ 29 30//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 31 32#include "renderInstance/renderBinManager.h" 33 34//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 35 36class ConcretePolyList; 37class MeshRoad; 38 39class afxZodiacMeshRoadRenderer : public RenderBinManager 40{ 41 typedef RenderBinManager Parent; 42 43 struct MeshRoadZodiacElem 44 { 45 const MeshRoad* road; 46 U32 zode_idx; 47 ConcretePolyList* polys; 48 F32 ang; 49 F32 camDist; 50 }; 51 52 Vector<MeshRoadZodiacElem> meshRoad_zodiacs; 53 static afxZodiacMeshRoadRenderer* master; 54 55 GFXStateBlockRef norm_norefl_zb_SB, norm_refl_zb_SB; 56 GFXStateBlockRef add_norefl_zb_SB, add_refl_zb_SB; 57 GFXStateBlockRef sub_norefl_zb_SB, sub_refl_zb_SB; 58 59 ShaderData* zodiac_shader; 60 GFXShaderConstBufferRef shader_consts; 61 GFXShaderConstHandle* projection_sc; 62 GFXShaderConstHandle* color_sc; 63 64 bool shader_initialized; 65 66 GFXStateBlock* chooseStateBlock(U32 blend, bool isReflectPass); 67 68public: 69 static const RenderInstType RIT_MeshRoadZodiac; 70 71 /*C*/ afxZodiacMeshRoadRenderer(); 72 /*C*/ afxZodiacMeshRoadRenderer(F32 renderOrder, F32 processAddOrder); 73 /*D*/ ~afxZodiacMeshRoadRenderer(); 74 75 // RenderBinManager 76 virtual void sort(){} // don't sort them 77 virtual void clear(); 78 79 void initShader(); 80 void addZodiac(U32 zode_idx, ConcretePolyList*, const Point3F& pos, F32 ang, const MeshRoad*, F32 camDist); 81 82 virtual void render(SceneRenderState*); 83 84 static afxZodiacMeshRoadRenderer* getMaster(); 85 86 // ConsoleObject 87 DECLARE_CONOBJECT(afxZodiacMeshRoadRenderer); 88 DECLARE_CATEGORY("AFX"); 89}; 90 91//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 92 93#endif // _AFX_ZODIAC_MESHROAD_RENDERER_H_ 94