//----------------------------------------------------------------------------- // 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 _BLTERRAINSYSTEM_H_ #define _BLTERRAINSYSTEM_H_ #ifndef _SCENELIGHTING_H_ #include "lighting/common/sceneLighting.h" #endif #ifndef _SG_SYSTEM_INTERFACE_H #include "lighting/lightingInterfaces.h" #endif // // Lighting system interface // class blTerrainSystem : public SceneLightingInterface { public: virtual void init(); virtual U32 addObjectType(); virtual SceneLighting::ObjectProxy* createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects); virtual PersistInfo::PersistChunk* createPersistChunk(const U32 chunkType); virtual bool createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret); // Given a ray, this will return the color from the lightmap of this object, return true if handled virtual bool getColorFromRayInfo(const RayInfo & collision, LinearColorF& result) const; }; #endif // !_BLTERRAINSYSTEM_H_