//----------------------------------------------------------------------------- // 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 _CLOUDLAYER_H_ #define _CLOUDLAYER_H_ #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _GFXTEXTUREHANDLE_H_ #include "gfx/gfxTextureHandle.h" #endif #ifndef _GFXVERTEXBUFFER_H_ #include "gfx/gfxVertexBuffer.h" #endif #ifndef _GFXPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #endif #ifndef _MATINSTANCE_H_ #include "materials/matInstance.h" #endif #include "T3D/assets/ImageAsset.h" GFXDeclareVertexFormat( GFXCloudVertex ) { Point3F point; Point3F normal; Point3F binormal; Point3F tangent; Point2F texCoord; }; class CloudLayer : public SceneObject { typedef SceneObject Parent; enum { CloudLayerMask = Parent::NextFreeMask, NextFreeMask = Parent::NextFreeMask << 1, }; #define TEX_COUNT 3 public: CloudLayer(); virtual ~CloudLayer() {} DECLARE_CONOBJECT( CloudLayer ); // ConsoleObject virtual bool onAdd(); virtual void onRemove(); static void initPersistFields(); virtual void inspectPostApply(); // NetObject virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ); virtual void unpackUpdate( NetConnection *conn, BitStream *stream ); // SceneObject void prepRenderImage( SceneRenderState *state ); void renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi ); void onImageChanged() {} protected: void _initBuffers(); protected: static U32 smVertStride; static U32 smStrideMinusOne; static U32 smVertCount; static U32 smTriangleCount; DECLARE_IMAGEASSET(CloudLayer, Texture, onImageChanged, GFXStaticTextureSRGBProfile); DECLARE_ASSET_NET_SETGET(CloudLayer, Texture, CloudLayerMask); GFXShaderRef mShader; GFXStateBlockRef mStateblock; GFXShaderConstBufferRef mShaderConsts; GFXShaderConstHandle *mModelViewProjSC; GFXShaderConstHandle *mAmbientColorSC; GFXShaderConstHandle *mSunColorSC; GFXShaderConstHandle *mSunVecSC; GFXShaderConstHandle *mTexOffsetSC[3]; GFXShaderConstHandle *mTexScaleSC; GFXShaderConstHandle *mBaseColorSC; GFXShaderConstHandle *mCoverageSC; GFXShaderConstHandle *mExposureSC; GFXShaderConstHandle *mEyePosWorldSC; GFXShaderConstHandle *mNormalHeightMapSC; GFXVertexBufferHandle mVB; GFXPrimitiveBufferHandle mPB; Point2F mTexOffset[3]; U32 mLastTime; // Fields... F32 mTexScale[TEX_COUNT]; Point2F mTexDirection[TEX_COUNT]; F32 mTexSpeed[TEX_COUNT]; LinearColorF mBaseColor; F32 mExposure; F32 mCoverage; F32 mWindSpeed; F32 mHeight; }; #endif // _CLOUDLAYER_H_