FactoryCraftModel.cpp 3.4 KB

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  1. #include "FactoryCraftModel.h"
  2. #include <Shader.h>
  3. #include "CustomDX11API.h"
  4. #include "Globals.h"
  5. #include "World.h"
  6. FactoryCraftModel::FactoryCraftModel()
  7. : Model3D()
  8. {
  9. vertexLightBuffer = 0;
  10. lightBuffer = 0;
  11. vertexLightBufferCount = 0;
  12. visible = 1;
  13. destroyedState = 0;
  14. breakTextur
  15. = uiFactory.initParam.bildschirm->zGraphicsApi()->createOrGetTextur(
  16. "blocks.ltdb/crack.png", 0);
  17. effectAlpha = 0;
  18. }
  19. FactoryCraftModel::~FactoryCraftModel()
  20. {
  21. breakTextur->release();
  22. if (vertexLightBuffer) vertexLightBuffer->release();
  23. delete[] lightBuffer;
  24. }
  25. struct TexturEffect
  26. {
  27. bool enabled;
  28. float percentage;
  29. };
  30. void FactoryCraftModel::beforeRender(Framework::GraphicsApi* api,
  31. Framework::Shader* zVertexShader,
  32. Framework::Shader* zPixelShader)
  33. {
  34. CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
  35. if (cApi)
  36. {
  37. char buffer[8];
  38. *(int*)buffer
  39. = vertexLightBufferCount == 0 ? 1 : vertexLightBufferCount;
  40. *(float*)(buffer + 4) = World::INSTANCE->getDayLightFactor();
  41. zVertexShader->füllConstBuffer(
  42. buffer, cApi->getVertexShaderLightBufferIndex(), 8);
  43. if (vertexLightBuffer)
  44. {
  45. cApi->setVertexLightBuffer(vertexLightBuffer);
  46. }
  47. else
  48. {
  49. cApi->setVertexLightBuffer(
  50. World::INSTANCE->zFallbackVertexLightBuffer());
  51. }
  52. if (destroyedState > 0 && effectAlpha)
  53. {
  54. TexturEffect e = {1, 1.f + destroyedState};
  55. zPixelShader->füllConstBuffer(
  56. (char*)&e, 3, sizeof(TexturEffect));
  57. }
  58. }
  59. }
  60. void FactoryCraftModel::afterRender(Framework::GraphicsApi* api,
  61. Framework::Shader* zVertexShader,
  62. Framework::Shader* zPixelShader)
  63. {
  64. CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
  65. if (cApi)
  66. {
  67. char buffer[8];
  68. *(int*)buffer = 0;
  69. *(float*)(buffer + 4) = World::INSTANCE->getDayLightFactor();
  70. zVertexShader->füllConstBuffer(
  71. buffer, cApi->getVertexShaderLightBufferIndex(), 8);
  72. }
  73. }
  74. void FactoryCraftModel::setVertexLightBuffer(__int64* data, int vertexCount)
  75. {
  76. if (!vertexLightBuffer)
  77. {
  78. vertexLightBuffer = uiFactory.initParam.bildschirm->zGraphicsApi()
  79. ->createStructuredBuffer(16);
  80. }
  81. if (lightBuffer)
  82. {
  83. delete[] lightBuffer;
  84. }
  85. lightBuffer = data;
  86. vertexLightBufferCount = vertexCount;
  87. vertexLightBuffer->setData(data);
  88. vertexLightBuffer->setLength(vertexCount * 8);
  89. vertexLightBuffer->copieren();
  90. }
  91. __int64* FactoryCraftModel::zLightBuffer()
  92. {
  93. if (vertexLightBuffer)
  94. {
  95. vertexLightBuffer->setChanged();
  96. }
  97. return lightBuffer;
  98. }
  99. void FactoryCraftModel::copyLightToGPU()
  100. {
  101. if (vertexLightBuffer)
  102. {
  103. vertexLightBuffer->copieren();
  104. }
  105. }
  106. void FactoryCraftModel::setVisible(bool visible)
  107. {
  108. this->visible = visible;
  109. }
  110. void FactoryCraftModel::setDestroyedState(float percentage)
  111. {
  112. destroyedState = percentage;
  113. }
  114. void FactoryCraftModel::setUseEffectAlpha(bool useAlpha)
  115. {
  116. effectAlpha = useAlpha;
  117. }
  118. bool FactoryCraftModel::needRenderPolygon(int index)
  119. {
  120. return visible;
  121. }
  122. Textur* FactoryCraftModel::zEffectTextur()
  123. {
  124. return destroyedState > 0 ? breakTextur : 0;
  125. }
  126. float FactoryCraftModel::getEffectPercentage()
  127. {
  128. return destroyedState;
  129. }