tge/engine/ts/tsLastDetail.h
2017-04-17 06:17:10 -06:00

73 lines
2.3 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _TSLASTDETAIL_H_
#define _TSLASTDETAIL_H_
#ifndef _MATHTYPES_H_
#include "math/mathTypes.h"
#endif
#ifndef _MPOINT_H_
#include "math/mPoint.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _TVECTOR_H_
#include "core/tVector.h"
#endif
class TSShape;
class TSShapeInstance;
class GBitmap;
class TextureHandle;
/// This neat little class renders the object to a texture so that when the object
/// is far away, it can be drawn as a billboard instead of a mesh. This happens
/// when the model is first loaded as to keep the realtime render as fast as possible.
/// It also renders the model from a few different perspectives so that it would actually
/// pass as a model instead of a silly old billboard.
class TSLastDetail
{
U32 mNumEquatorSteps; ///< number steps around the equator of the globe
U32 mNumPolarSteps; ///< number of steps to go from equator to each polar region (0 means equator only)
F32 mPolarAngle; ///< angle in radians of sub-polar regions
bool mIncludePoles; ///< include poles in snapshot?
Point3F mCenter;
/// remember these values so we can save some work next time we render...
U32 mBitmapIndex;
F32 mRotY;
Vector<GBitmap*> mBitmaps; ///< Rendered bitmaps
Vector<TextureHandle*> mTextures;///< Texture handles for those bitmaps
Point3F mPoints[4]; ///< always draw poly defined by these points...
static Point3F smNorms[4];
static Point2F smTVerts[4];
public:
/// This indicates that the TSLastDetail need neither clear nor set gl render states.
///
/// If you're doing a more complex renderer this is a useful trick.
static bool smDirtyMode;
TSLastDetail(TSShapeInstance * shape, U32 numEquatorSteps, U32 numPolarSteps, F32 polarAngle, bool includePoles, S32 dl, S32 dim);
~TSLastDetail();
void render(F32 alpha, bool drawFog);
void renderNoFog(F32 alpha);
void renderFog_Combine(F32 alpha);
void renderFog_MultiCombine(F32 alpha);
void chooseView(const MatrixF &, const Point3F & scale);
};
#endif // _TS_LAST_DETAIL