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o3de/Code/CryEngine/RenderDll/Common/RendElements/ChromaticRing.cpp

199 lines
7.1 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#include "RenderDll_precompiled.h"
#include "ChromaticRing.h"
#include "../Textures/Texture.h"
#include "../CryNameR.h"
#include "../../RenderDll/XRenderD3D9/DriverD3D.h"
#if defined(FLARES_SUPPORT_EDITING)
#define MFPtr(FUNC_NAME) (Optics_MFPtr)(&ChromaticRing::FUNC_NAME)
void ChromaticRing::InitEditorParamGroups(AZStd::vector<FuncVariableGroup>& groups)
{
COpticsElement::InitEditorParamGroups(groups);
FuncVariableGroup crGroup;
crGroup.SetName("ChromaticRing", "Chromatic Ring");
crGroup.AddVariable(new OpticsMFPVariable(e_BOOL, "Lock to light", "Lock to light", this, MFPtr(SetLockMovement), MFPtr(IsLockMovement)));
crGroup.AddVariable(new OpticsMFPVariable(e_FLOAT, "Thickness", "Thickness", this, MFPtr(SetWidth), MFPtr(GetWidth)));
crGroup.AddVariable(new OpticsMFPVariable(e_INT, "Polygon complexity", "Polygon complexity", this, MFPtr(SetPolyComplexity), MFPtr(GetPolyComplexity), 0, 1024.0f));
crGroup.AddVariable(new OpticsMFPVariable(e_TEXTURE2D, "Gradient Texture", "Gradient Texture", this, MFPtr(SetSpectrumTex), MFPtr(GetSpectrumTex)));
crGroup.AddVariable(new OpticsMFPVariable(e_BOOL, "Enable Gradient Texture", "Enable Gradient Texture", this, MFPtr(SetUsingSpectrumTex), MFPtr(IsUsingSpectrumTex)));
crGroup.AddVariable(new OpticsMFPVariable(e_INT, "Noise seed", "Noise seed", this, MFPtr(SetNoiseSeed), MFPtr(GetNoiseSeed), -255.0f, 255.0f));
crGroup.AddVariable(new OpticsMFPVariable(e_FLOAT, "Noise strength", "Noise strength", this, MFPtr(SetNoiseStrength), MFPtr(GetNoiseStrength)));
crGroup.AddVariable(new OpticsMFPVariable(e_FLOAT, "Completion fading", "the fading ratio at the ends of this arc", this, MFPtr(SetCompletionFading), MFPtr(GetCompletionFading)));
crGroup.AddVariable(new OpticsMFPVariable(e_FLOAT, "Completion span angle", "The span of this arc in degree", this, MFPtr(SetCompletionSpanAngle), MFPtr(GetCompletionSpanAngle)));
crGroup.AddVariable(new OpticsMFPVariable(e_FLOAT, "Completion rotation", "The rotation of this arc", this, MFPtr(SetCompletionRotation), MFPtr(GetCompletionRotation)));
groups.push_back(crGroup);
}
#undef MFPtr
#endif
void ChromaticRing::Load(IXmlNode* pNode)
{
COpticsElement::Load(pNode);
XmlNodeRef pCameraOrbsNode = pNode->findChild("ChromaticRing");
if (pCameraOrbsNode)
{
bool bLockMovement(m_bLockMovement);
if (pCameraOrbsNode->getAttr("Locktolight", bLockMovement))
{
SetLockMovement(bLockMovement);
}
float fWidth(m_fWidth);
if (pCameraOrbsNode->getAttr("Thickness", fWidth))
{
SetWidth(fWidth);
}
int nPolyComplexity(m_nPolyComplexity);
if (pCameraOrbsNode->getAttr("Polygoncomplexity", nPolyComplexity))
{
SetPolyComplexity(nPolyComplexity);
}
const char* gradientTexName = NULL;
if (pCameraOrbsNode->getAttr("GradientTexture", &gradientTexName))
{
if (gradientTexName && gradientTexName[0])
{
ITexture* pTexture = gEnv->pRenderer->EF_LoadTexture(gradientTexName);
SetSpectrumTex((CTexture*)pTexture);
if (pTexture)
{
pTexture->Release();
}
}
}
bool bUseSpectrumTex(m_bUseSpectrumTex);
if (pCameraOrbsNode->getAttr("EnableGradientTexture", bUseSpectrumTex))
{
SetUsingSpectrumTex(bUseSpectrumTex);
}
int nNoiseSeed(m_nNoiseSeed);
if (pCameraOrbsNode->getAttr("Noiseseed", nNoiseSeed))
{
SetNoiseSeed(nNoiseSeed);
}
float fNoiseStrength(m_fNoiseStrength);
if (pCameraOrbsNode->getAttr("Noisestrength", fNoiseStrength))
{
SetNoiseStrength(fNoiseStrength);
}
float fCompletionFading(m_fCompletionFading);
if (pCameraOrbsNode->getAttr("Completionfading", fCompletionFading))
{
SetCompletionFading(fCompletionFading);
}
float fTotalAngle(0);
if (pCameraOrbsNode->getAttr("Completionspanangle", fTotalAngle))
{
SetCompletionSpanAngle(fTotalAngle);
}
float fCompletionRotation(0);
if (pCameraOrbsNode->getAttr("Completionrotation", fCompletionRotation))
{
SetCompletionRotation(fCompletionRotation);
}
}
}
void ChromaticRing::DrawMesh()
{
gcpRendD3D->FX_Commit();
DrawMeshTriList();
DrawMeshWireframe();
}
float ChromaticRing::computeDynamicSize(const Vec3& vSrcProjPos, const float maxSize)
{
Vec2 dir(vSrcProjPos.x - 0.5f, vSrcProjPos.y - 0.5f);
float len = dir.GetLength();
const float hoopDistFactor = 2.3f;
return len * hoopDistFactor * maxSize;
}
void ChromaticRing::Render(CShader* shader, Vec3 vSrcWorldPos, Vec3 vSrcProjPos, [[maybe_unused]] SAuxParams& aux)
{
if (!IsVisible())
{
return;
}
PROFILE_LABEL_SCOPE("ChromaticRing");
gRenDev->m_RP.m_FlagsShader_RT = 0;
vSrcProjPos = computeOrbitPos(vSrcProjPos, m_globalOrbitAngle);
static CCryNameTSCRC pChromaticRingTechName("ChromaticRing");
shader->FXSetTechnique(pChromaticRingTechName);
uint nPass;
shader->FXBegin(&nPass, FEF_DONTSETTEXTURES);
ApplyGeneralFlags(shader);
ApplySpectrumTexFlag(shader, m_bUseSpectrumTex);
shader->FXBeginPass(0);
float newSize = computeDynamicSize(vSrcProjPos, m_globalSize);
float oldSize = m_globalSize;
m_globalSize = newSize;
ApplyCommonVSParams(shader, vSrcWorldPos, vSrcProjPos);
m_globalSize = oldSize;
ApplyExternTintAndBrightnessVS(shader, m_globalColor, m_globalFlareBrightness);
static CCryNameR meshCenterName("meshCenterAndBrt");
float x, y;
if (m_bLockMovement)
{
x = vSrcProjPos.x;
y = vSrcProjPos.y;
}
else
{
x = computeMovementLocationX(vSrcProjPos);
y = computeMovementLocationY(vSrcProjPos);
}
const Vec4 meshCenterParam(x, y, vSrcProjPos.z, m_globalFlareBrightness);
shader->FXSetVSFloat(meshCenterName, &meshCenterParam, 1);
static STexState bilinearTS(FILTER_LINEAR, true);
bilinearTS.SetBorderColor(0);
bilinearTS.SetClampMode(TADDR_BORDER, TADDR_BORDER, TADDR_BORDER);
if (m_pSpectrumTex == NULL)
{
m_pSpectrumTex = CTexture::ForName("EngineAssets/Textures/flares/spectrum_full.tif", FT_DONT_STREAM, eTF_Unknown);
}
m_pSpectrumTex->Apply(0, CTexture::GetTexState(bilinearTS));
ValidateMesh();
ApplyMesh();
DrawMesh();
shader->FXEndPass();
shader->FXEnd();
}