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198 lines
5.3 KiB
C++
198 lines
5.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#ifndef CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_CHROMATICRING_H
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#define CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_CHROMATICRING_H
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#pragma once
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#include "OpticsElement.h"
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#include "AbstractMeshElement.h"
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#include "MeshUtil.h"
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class CTexture;
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class ChromaticRing
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: public COpticsElement
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, public AbstractMeshElement
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{
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private:
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bool m_bLockMovement : 1;
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_smart_ptr<CTexture> m_pSpectrumTex;
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bool m_bUseSpectrumTex : 1;
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int m_nPolyComplexity;
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int m_nColorComplexity;
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float m_fWidth;
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float m_fNoiseStrength;
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int m_nNoiseSeed;
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float m_fCompletionStart;
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float m_fCompletionEnd;
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float m_fCompletionFading;
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protected:
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#if defined(FLARES_SUPPORT_EDITING)
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void InitEditorParamGroups(AZStd::vector<FuncVariableGroup>& groups);
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#endif
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void GenMesh()
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{
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ColorF c(1, 1, 1, 1);
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int polyComplexity(m_nPolyComplexity);
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if (CRenderer::CV_r_FlaresTessellationRatio < 1 && CRenderer::CV_r_FlaresTessellationRatio > 0)
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{
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polyComplexity = (int)((float)m_nPolyComplexity * CRenderer::CV_r_FlaresTessellationRatio);
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}
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MeshUtil::GenHoop(
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m_fSize, polyComplexity, m_fWidth, 2, c,
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m_fNoiseStrength * m_fSize, m_nNoiseSeed, m_fCompletionStart, m_fCompletionEnd, m_fCompletionFading,
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m_vertBuf, m_idxBuf);
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}
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void DrawMesh();
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void Invalidate()
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{
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m_meshDirty = true;
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}
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static float computeDynamicSize(const Vec3& vSrcProjPos, const float maxSize);
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public:
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ChromaticRing(const char* name)
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: COpticsElement(name)
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, m_bUseSpectrumTex(false)
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, m_fWidth(0.5f)
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, m_nPolyComplexity(160)
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, m_nColorComplexity(2)
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, m_fNoiseStrength(0.0f)
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, m_fCompletionStart(90.f)
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, m_fCompletionEnd(270.f)
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, m_fCompletionFading(45.f)
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{
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SetSize(0.9f);
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SetAutoRotation(true);
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SetAspectRatioCorrection(false);
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m_meshDirty = true;
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}
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EFlareType GetType() { return eFT_ChromaticRing; }
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void Render(CShader* shader, Vec3 vSrcWorldPos, Vec3 vSrcProjPos, SAuxParams& aux);
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void Load(IXmlNode* pNode);
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void SetSize(float s)
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{
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COpticsElement::SetSize(s);
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m_meshDirty = true;
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}
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bool IsLockMovement() const { return m_bLockMovement; }
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void SetLockMovement(bool b) { m_bLockMovement = b; }
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int GetPolyComplexity() { return m_nPolyComplexity; }
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void SetPolyComplexity(int polyCplx)
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{
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if (polyCplx <= 0)
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{
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polyCplx = 1;
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}
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else if (polyCplx > 1024)
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{
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polyCplx = 1024;
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}
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m_nPolyComplexity = polyCplx;
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m_meshDirty = true;
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}
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int GetColorComplexity() { return m_nColorComplexity; }
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void SetColorComplexity(int clrCplx)
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{
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if (clrCplx <= 0)
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{
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clrCplx = 1;
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}
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m_nColorComplexity = clrCplx;
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m_meshDirty = true;
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}
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CTexture* GetSpectrumTex() { return m_pSpectrumTex; }
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void SetSpectrumTex(CTexture* tex)
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{
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m_pSpectrumTex = tex;
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}
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bool IsUsingSpectrumTex() { return m_bUseSpectrumTex; }
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void SetUsingSpectrumTex(bool b)
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{
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m_bUseSpectrumTex = b;
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}
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int GetNoiseSeed() { return m_nNoiseSeed; }
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void SetNoiseSeed(int seed)
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{
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m_nNoiseSeed = seed;
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m_meshDirty = true;
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}
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float GetWidth() { return m_fWidth; }
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void SetWidth(float w)
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{
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m_fWidth = w;
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m_meshDirty = true;
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}
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float GetNoiseStrength() { return m_fNoiseStrength; }
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void SetNoiseStrength(float noise)
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{
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m_fNoiseStrength = noise;
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m_meshDirty = true;
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}
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float GetCompletionFading() { return m_fCompletionFading; }
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void SetCompletionFading(float f)
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{
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m_fCompletionFading = f;
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m_meshDirty = true;
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}
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float GetCompletionSpanAngle() { return (m_fCompletionEnd - m_fCompletionStart); }
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void SetCompletionSpanAngle(float totalAngle)
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{
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float rotAngle = GetCompletionRotation();
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float halfTotalAngle = totalAngle / 2;
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m_fCompletionStart = rotAngle - halfTotalAngle;
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m_fCompletionEnd = rotAngle + halfTotalAngle;
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m_meshDirty = true;
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}
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float GetCompletionRotation() { return (m_fCompletionStart + m_fCompletionEnd) * 0.5f; }
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void SetCompletionRotation(float rot)
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{
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float oldRotAngle = GetCompletionRotation();
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float rotDiff = rot - oldRotAngle;
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m_fCompletionStart += rotDiff;
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m_fCompletionEnd += rotDiff;
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m_meshDirty = true;
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}
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void GetMemoryUsage(ICrySizer* pSizer) const
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{
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pSizer->AddObject(this, sizeof(*this) + GetMeshDataSize());
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}
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};
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#endif // CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_CHROMATICRING_H
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