Torque3D Documentation / _generateds / afxZodiacTerrainRenderer_T3D.h

afxZodiacTerrainRenderer_T3D.h

Engine/source/afx/afxZodiacTerrainRenderer_T3D.h

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 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_TERRAIN_RENDERER_H_
28#define _AFX_ZODIAC_TERRAIN_RENDERER_H_
29
30//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
31
32#include "renderInstance/renderBinManager.h"
33
34//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
35
36class TerrCell;
37
38class afxZodiacTerrainRenderer : public RenderBinManager
39{
40   typedef RenderBinManager Parent;
41
42   struct TerrainZodiacElem
43   {
44     const TerrainBlock* block;
45     const TerrCell*   cell;
46     U32               zode_idx;
47     F32               ang;
48     MatrixF           mRenderObjToWorld;
49     F32               camDist;
50   };
51
52   Vector<TerrainZodiacElem> terrain_zodes;
53   static afxZodiacTerrainRenderer* 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_TerrainZodiac;
70
71   /*C*/          afxZodiacTerrainRenderer();
72   /*C*/          afxZodiacTerrainRenderer(F32 renderOrder, F32 processAddOrder);
73   /*D*/          ~afxZodiacTerrainRenderer();
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, const Point3F& pos, F32 ang, const TerrainBlock*, const TerrCell*, const MatrixF& mRenderObjToWorld, F32 camDist);
81
82   virtual void   render(SceneRenderState*);
83
84   static afxZodiacTerrainRenderer* getMaster();
85
86   // ConsoleObject
87   DECLARE_CONOBJECT(afxZodiacTerrainRenderer);
88   DECLARE_CATEGORY("AFX");
89};
90
91//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
92
93#endif // _AFX_ZODIAC_TERRAIN_RENDERER_H_
94