//----------------------------------------------------------------------------- // 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 _SKYSPHERE_H_ #define _SKYSPHERE_H_ #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _GFXDEVICE_H_ #include "gfx/gfxDevice.h" #endif #ifndef _CUBEMAPDATA_H_ #include "gfx/sim/cubemapData.h" #endif #ifndef _MATERIALLIST_H_ #include "materials/materialList.h" #endif #ifndef _GFXVERTEXBUFFER_H_ #include "gfx/gfxVertexBuffer.h" #endif #ifndef _GFXPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #endif #include "T3D/assets/MaterialAsset.h" struct SkyMatParams { void init(BaseMatInstance* matInst) {}; }; class MatrixSet; class SkySphere : public SceneObject { typedef SceneObject Parent; public: SkySphere(); virtual ~SkySphere(); DECLARE_CONOBJECT(SkySphere); // SimObject void onStaticModified(const char* slotName, const char* newValue); // 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); /// Our render delegate. void _renderObject(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* mi); void clearVectors(); void addVertex(Point3F vert); void addNormal(Point3F nor); void addTexcoord(F32 s, F32 t); void addColor(ColorI col); void BuildFinalVert(); void BuildFinalFogVert(); /// Prepares rendering structures and geometry. void _initRender(); struct SphereVertex { Point3F pos; Point3F nor; F32 s, t; }; Vector tmpVertices; Vector vertsVec; Vector texCoordVec; Vector normsVec; struct FinalVertexData { Point3F pos; Point3F nor; F32 s; F32 t; }; Vector finalVertData; struct FogVertex { // might need normals for smoothing. Point3F pos; ColorI col; }; Vector finalFogVertex; Vector tempFogVertex; Vector colVec; Vector fogVerts; protected: // Material DECLARE_MATERIALASSET(SkySphere, Material); DECLARE_ASSET_NET_SETGET(SkySphere, Material, -1); BaseMatInstance* mMatInstance; SkyMatParams mMatParamHandle; GFXVertexBufferHandle mVB; GFXVertexBufferHandle mFogBandVB; Material* mFogBandMat; BaseMatInstance* mFogBandMatInst; LinearColorF mLastFogColor; bool mIsVBDirty; U32 mPrimCount; MatrixSet* mMatrixSet; F32 mFogBandHeight; U32 mFogPrimCount; void _updateMaterial(); void _initMaterial(); BaseMatInstance* _getMaterialInstance(); }; #endif