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102 lines
2.6 KiB
C++
102 lines
2.6 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_GLOW_H
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#define CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_GLOW_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 Glow
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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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static float compositionBufRatio;
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protected:
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float m_fFocusFactor;
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float m_fPolyonFactor;
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float m_fGamma;
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protected:
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void ApplyDistributionParamsPS(CShader* shader);
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virtual void GenMesh();
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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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public:
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Glow(const char* name)
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: COpticsElement(name)
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, m_fFocusFactor(0.3f)
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, m_fPolyonFactor(32.f)
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, m_fGamma(1)
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{
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m_Color.a = 1.f; //Max alpha so that the ghost can be seen when it's created
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}
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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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EFlareType GetType() { return eFT_Glow; }
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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 SetColor(ColorF t)
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{
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COpticsElement::SetColor(t);
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m_meshDirty = true;
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}
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float GetFocusFactor() const {return m_fFocusFactor; }
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void SetFocusFactor(float f)
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{
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m_fFocusFactor = f;
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}
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int GetPolygonFactor() const { return (int)m_fPolyonFactor; }
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void SetPolygonFactor(int f)
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{
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if (f < 0)
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{
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f = 0;
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}
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else if (f > 128)
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{
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f = 128;
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}
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if (m_fPolyonFactor != f)
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{
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m_fPolyonFactor = (float)f;
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m_meshDirty = true;
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}
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}
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float GetGamma() const { return m_fGamma; }
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void SetGamma(float gamma)
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{
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m_fGamma = (float)gamma;
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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_GLOW_H
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