//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef SKYLIGHT_H #define SKYLIGHT_H #ifndef REFLECTIONPROBE_H #include "T3D/lighting/reflectionProbe.h" #endif #ifndef _GFXVERTEXBUFFER_H_ #include "gfx/gfxVertexBuffer.h" #endif #ifndef _GFXPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #endif #ifndef _TSSHAPEINSTANCE_H_ #include "ts/tsShapeInstance.h" #endif #include "lighting/lightInfo.h" #ifndef _RENDERPASSMANAGER_H_ #include "renderInstance/renderPassManager.h" #endif class BaseMatInstance; //----------------------------------------------------------------------------- // This class implements a basic SceneObject that can exist in the world at a // 3D position and render itself. There are several valid ways to render an // object in Torque. This class implements the preferred rendering method which // is to submit a MeshRenderInst along with a Material, vertex buffer, // primitive buffer, and transform and allow the RenderMeshMgr handle the // actual setup and rendering for you. //----------------------------------------------------------------------------- class Skylight : public ReflectionProbe { typedef ReflectionProbe Parent; private: //Debug rendering static bool smRenderSkylights; public: Skylight(); virtual ~Skylight(); // Declare this object as a ConsoleObject so that we can // instantiate it into the world and network it DECLARE_CONOBJECT(Skylight); //-------------------------------------------------------------------------- // Object Editing // Since there is always a server and a client object in Torque and we // actually edit the server object we need to implement some basic // networking functions //-------------------------------------------------------------------------- // Set up any fields that we want to be editable (like position) static void initPersistFields(); // Allows the object to update its editable settings // from the server object to the client virtual void inspectPostApply(); // Handle when we are added to the scene and removed from the scene bool onAdd(); void onRemove(); // This function handles sending the relevant data from the server // object to the client object U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream); // This function handles receiving relevant data from the server // object and applying it to the client object void unpackUpdate(NetConnection *conn, BitStream *stream); //-------------------------------------------------------------------------- // Object Rendering // Torque utilizes a "batch" rendering system. This means that it builds a // list of objects that need to render (via RenderInst's) and then renders // them all in one batch. This allows it to optimized on things like // minimizing texture, state, and shader switching by grouping objects that // use the same Materials. //-------------------------------------------------------------------------- virtual void updateProbeParams(); // This is the function that allows this object to submit itself for rendering void prepRenderImage(SceneRenderState *state); void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat); }; #endif // _Skylight_H_