afxZodiacPlane_T3D.cpp
Engine/source/afx/ce/afxZodiacPlane_T3D.cpp
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/afxZodiacPlane.h" 34 35void afxZodiacPlane::prepRenderImage(SceneRenderState* state) 36{ 37 if (!is_visible) 38 return; 39 40 ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>(); 41 ri->renderDelegate.bind(this, &afxZodiacPlane::_renderZodiacPlane); 42 ri->type = RenderPassManager::RIT_ObjectTranslucent; 43 ri->translucentSort = true; 44 ri->defaultKey = (U32)(dsize_t)mDataBlock; 45 46 if (false) 47 { 48 ri->sortDistSq = getWorldBox().getSqDistanceToPoint( state->getCameraPosition() ); 49 } 50 else // (sort by radius distance) 51 { 52 Point3F xyz_scale = getScale(); 53 F32 uni_scalar = getMax(xyz_scale.x, xyz_scale.y); 54 uni_scalar = getMax(uni_scalar, xyz_scale.z); 55 Point3F uni_scale(uni_scalar, uni_scalar, uni_scalar); 56 57 Point3F local_cam_pos = state->getCameraPosition(); 58 getRenderWorldTransform().mulP(local_cam_pos); 59 local_cam_pos.convolveInverse(uni_scale); 60 61 switch (mDataBlock->face_dir) 62 { 63 case afxZodiacPlaneData::FACES_UP: 64 case afxZodiacPlaneData::FACES_DOWN: 65 local_cam_pos.z = 0; 66 break; 67 case afxZodiacPlaneData::FACES_FORWARD: 68 case afxZodiacPlaneData::FACES_BACK: 69 local_cam_pos.y = 0; 70 break; 71 case afxZodiacPlaneData::FACES_RIGHT: 72 case afxZodiacPlaneData::FACES_LEFT: 73 local_cam_pos.x = 0; 74 break; 75 } 76 77 /* AFX_T3D_BROKEN -- enhanced transparency sorting of ZodiacPlanes JTF Note: evaluate this 78 if (local_cam_pos.lenSquared() <= radius*radius) 79 { 80 ri->sortPoint = local_cam_pos; 81 } 82 else 83 { 84 local_cam_pos.normalize(); 85 ri->sortPoint = local_cam_pos*radius; 86 } 87 88 ri->sortPoint.convolve(uni_scale); 89 getRenderTransform().mulP(ri->sortPoint); 90 */ 91 } 92 state->getRenderPass()->addInst(ri); 93} 94 95void afxZodiacPlane::_renderZodiacPlane(ObjectRenderInst *ri, SceneRenderState* state, BaseMatInstance* overrideMat) 96{ 97 if (overrideMat) 98 return; 99 100 // projection 101 102 // predraw 103 if (normal_sb.isNull()) 104 { 105 GFXStateBlockDesc desc; 106 107 // Culling 108 desc.setCullMode((mDataBlock->double_sided) ? GFXCullNone : GFXCullCW); 109 110 // Blending 111 U32 blend = (mDataBlock->zflags & BLEND_MASK); 112 switch (blend) 113 { 114 case BLEND_ADDITIVE: 115 desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendOne); 116 break; 117 case BLEND_SUBTRACTIVE: 118 desc.setBlend(true, GFXBlendZero, GFXBlendInvSrcColor); 119 break; 120 case BLEND_NORMAL: 121 desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha); 122 break; 123 } 124 125 // JTF Note: check this desc.setAlphaTest((blend != BLEND_SUBTRACTIVE), GFXCmpGreater, 0); 126 desc.setAlphaTest(true, GFXCmpGreater, 0); 127 128 desc.setZReadWrite(true); 129 desc.zFunc = GFXCmpLessEqual; 130 desc.zWriteEnable = false; 131 desc.samplersDefined = true; 132 133 normal_sb = GFX->createStateBlock(desc); 134 if (mDataBlock->double_sided) 135 reflected_sb = normal_sb; 136 else 137 { 138 desc.setCullMode(GFXCullCCW); 139 reflected_sb = GFX->createStateBlock(desc); 140 } 141 } 142 143 if (state->isReflectPass()) 144 GFX->setStateBlock(reflected_sb); 145 else 146 GFX->setStateBlock(normal_sb); 147 148 Point3F basePoints[4]; 149 150 switch (mDataBlock->face_dir) 151 { 152 case afxZodiacPlaneData::FACES_UP: 153 basePoints[0].set( 0.5f, -0.5f, 0.0f); 154 basePoints[1].set(-0.5f, -0.5f, 0.0f); 155 basePoints[2].set(-0.5f, 0.5f, 0.0f); 156 basePoints[3].set( 0.5f, 0.5f, 0.0f); 157 break; 158 case afxZodiacPlaneData::FACES_DOWN: 159 basePoints[3].set(-0.5f, 0.5f, 0.0f); 160 basePoints[2].set( 0.5f, 0.5f, 0.0f); 161 basePoints[1].set( 0.5f, -0.5f, 0.0f); 162 basePoints[0].set(-0.5f, -0.5f, 0.0f); 163 break; 164 case afxZodiacPlaneData::FACES_FORWARD: 165 basePoints[0].set( 0.5f, 0.0f, -0.5f); 166 basePoints[1].set(-0.5f, 0.0f, -0.5f); 167 basePoints[2].set(-0.5f, 0.0f, 0.5f); 168 basePoints[3].set( 0.5f, 0.0f, 0.5f); 169 break; 170 case afxZodiacPlaneData::FACES_BACK: 171 basePoints[3].set(-0.5f, 0.0f, 0.5f); 172 basePoints[2].set( 0.5f, 0.0f, 0.5f); 173 basePoints[1].set( 0.5f, 0.0f, -0.5f); 174 basePoints[0].set(-0.5f, 0.0f, -0.5f); 175 break; 176 case afxZodiacPlaneData::FACES_RIGHT: 177 basePoints[0].set(0.0f, 0.5f, -0.5f); 178 basePoints[1].set(0.0f, -0.5f, -0.5f); 179 basePoints[2].set(0.0f, -0.5f, 0.5f); 180 basePoints[3].set(0.0f, 0.5f, 0.5f); 181 break; 182 case afxZodiacPlaneData::FACES_LEFT: 183 basePoints[3].set(0.0f, -0.5f, 0.5f); 184 basePoints[2].set(0.0f, 0.5f, 0.5f); 185 basePoints[1].set(0.0f, 0.5f, -0.5f); 186 basePoints[0].set(0.0f, -0.5f, -0.5f); 187 break; 188 } 189 190 F32 len = 2*radius; 191 192 Point3F points[4]; 193 194 Point2F texCoords[4]; // default: {{"{"}}0.0,0.0}, {0.0,1.0}, {1.0,1.0}, {1.0,0.0}} 195 texCoords[0].set(1.0,1.0); 196 texCoords[1].set(0.0,1.0); 197 texCoords[2].set(0.0,0.0); 198 texCoords[3].set(1.0,0.0); 199 200 for( int i=0; i<4; i++ ) 201 { 202 points[i].x = basePoints[i].x; 203 points[i].y = basePoints[i].y; 204 points[i].z = basePoints[i].z; 205 points[i] *= len; 206 } 207 208 GFXTransformSaver saver; 209 GFX->multWorld(getRenderTransform()); 210 211 GFX->setTexture(0, mDataBlock->txr); 212 213 PrimBuild::begin(GFXTriangleStrip, 4); 214 { 215 PrimBuild::color4f(color.red, color.green, color.blue, color.alpha); 216 PrimBuild::texCoord2f(texCoords[1].x, texCoords[1].y); 217 PrimBuild::vertex3f(points[1].x, points[1].y, points[1].z); 218 PrimBuild::texCoord2f(texCoords[0].x, texCoords[0].y); 219 PrimBuild::vertex3f(points[0].x, points[0].y, points[0].z); 220 PrimBuild::texCoord2f(texCoords[2].x, texCoords[2].y); 221 PrimBuild::vertex3f(points[2].x, points[2].y, points[2].z); 222 PrimBuild::texCoord2f(texCoords[3].x, texCoords[3].y); 223 PrimBuild::vertex3f(points[3].x, points[3].y, points[3].z); 224 } 225 PrimBuild::end(); 226} 227 228//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 229