190 lines
5.2 KiB
C++
190 lines
5.2 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_IRISSHAFTS_H
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#define CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_IRISSHAFTS_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 IrisShafts
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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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_smart_ptr<CTexture> m_pBaseTex;
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_smart_ptr<CTexture> m_pSpectrumTex;
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bool m_bUseSpectrumTex : 1;
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int m_nComplexity;
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int m_nSmoothLevel;
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int m_nColorComplexity;
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float m_fPrevOcc;
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float m_fPrimaryDir;
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float m_fAngleRange;
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float m_fConcentrationBoost;
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float m_fBrightnessBoost;
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float m_fSizeNoiseStrength;
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float m_fThicknessNoiseStrength;
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float m_fSpreadNoiseStrength;
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float m_fSpacingNoiseStrength;
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float m_fSpread;
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float m_fThickness;
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int m_nNoiseSeed;
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int m_MaxNumberOfPolygon;
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protected:
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virtual void GenMesh();
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float ComputeSpreadParameters(const float thickness);
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int ComputeDynamicSmoothLevel(int maxLevel, float spanAngle, float threshold);
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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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IrisShafts (const char* name)
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: COpticsElement(name, 0.5f)
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, m_fThickness(0.3f)
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, m_fSpread(0.2f)
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, m_nSmoothLevel(2)
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, m_nNoiseSeed(81)
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, m_pBaseTex(0)
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, m_fSizeNoiseStrength(0.8f)
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, m_fThicknessNoiseStrength(0.6f)
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, m_fSpacingNoiseStrength(0.2f)
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, m_fSpreadNoiseStrength(0.0f)
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, m_bUseSpectrumTex(false)
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, m_fPrimaryDir(0)
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, m_fAngleRange(1)
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, m_fConcentrationBoost(0)
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, m_fPrevOcc(-1.f)
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, m_fBrightnessBoost(0)
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, m_MaxNumberOfPolygon(0)
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{
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m_vMovement.x = 1.f;
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m_vMovement.y = 1.f;
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m_Color.a = 1.f;
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m_pBaseTex = CTexture::ForName("EngineAssets/Textures/flares/iris_shaft.dds", FT_DONT_RELEASE | FT_DONT_STREAM, eTF_Unknown);
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SetAutoRotation(false);
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SetAspectRatioCorrection(true);
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SetColorComplexity(2);
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SetComplexity(32);
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m_meshDirty = true;
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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_IrisShafts; }
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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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bool GetEnableSpectrumTex() const { return m_bUseSpectrumTex; }
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void SetEnableSpectrumTex(bool b) { m_bUseSpectrumTex = b; }
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CTexture* GetSpectrumTex() const { return m_pSpectrumTex; }
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void SetSpectrumTex(CTexture* tex) { m_pSpectrumTex = tex; }
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CTexture* GetBaseTex() const { return m_pBaseTex; }
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void SetBaseTex(CTexture* tex) { m_pBaseTex = tex; }
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int GetNoiseSeed() const { 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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int GetComplexity() const { return m_nComplexity; }
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void SetComplexity(int n)
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{
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m_nComplexity = n;
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m_meshDirty = true;
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}
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int GetColorComplexity() const { return m_nColorComplexity; }
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void SetColorComplexity(int n)
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{
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m_nColorComplexity = n;
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m_meshDirty = true;
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}
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int GetSmoothLevel() const { return m_nSmoothLevel; }
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void SetSmoothLevel(int n)
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{
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m_nSmoothLevel = n;
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m_meshDirty = true;
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}
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float GetThickness() const { return m_fThickness; }
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void SetThickness(float f)
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{
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m_fThickness = f;
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m_meshDirty = true;
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}
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float GetSpread() const { return m_fSpread; }
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void SetSpread(float s)
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{
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m_fSpread = s;
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m_meshDirty = true;
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}
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float GetThicknessNoise() const { return m_fThicknessNoiseStrength; }
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void SetThicknessNoise(float noise)
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{
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m_fThicknessNoiseStrength = noise;
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m_meshDirty = true;
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}
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float GetSpreadNoise() const { return m_fSpreadNoiseStrength; }
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void SetSpreadNoise(float noise)
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{
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m_fThicknessNoiseStrength = noise;
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m_meshDirty = true;
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}
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float GetSizeNoise() const { return m_fSizeNoiseStrength; }
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void SetSizeNoise(float noise)
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{
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m_fSizeNoiseStrength = noise;
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m_meshDirty = true;
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}
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float GetSpacingNoise() const { return m_fSpacingNoiseStrength; }
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void SetSpacingNoise(float noise)
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{
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m_fSpacingNoiseStrength = noise;
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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_IRISSHAFTS_H
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