//----------------------------------------------------------------------------- // 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 _SUN_H_ #define _SUN_H_ #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _COLOR_H_ #include "core/color.h" #endif #ifndef _LIGHTINFO_H_ #include "lighting/lightInfo.h" #endif #ifndef _LIGHTFLAREDATA_H_ #include "T3D/lightFlareData.h" #endif #include "T3D/assets/MaterialAsset.h" class TimeOfDay; class MatrixSet; /// class Sun : public SceneObject, public ISceneLight { typedef SceneObject Parent; protected: F32 mSunAzimuth; F32 mSunElevation; LinearColorF mLightColor; LinearColorF mLightAmbient; F32 mBrightness; bool mAnimateSun; F32 mTotalTime; F32 mCurrTime; F32 mStartAzimuth; F32 mEndAzimuth; F32 mStartElevation; F32 mEndElevation; bool mCastShadows; S32 mStaticRefreshFreq; S32 mDynamicRefreshFreq; LightInfo *mLight; LightFlareData *mFlareData; LightFlareState mFlareState; F32 mFlareScale; bool mCoronaEnabled; DECLARE_MATERIALASSET(Sun, CoronaMaterial); DECLARE_ASSET_NET_SETGET(Sun, CoronaMaterial, UpdateMask); BaseMatInstance *mCoronaMatInst; MatrixSet *mMatrixSet; F32 mCoronaScale; LinearColorF mCoronaTint; bool mCoronaUseLightColor; // These are not user specified. // These hold data calculated once used across several methods. F32 mCoronaWorldRadius; Point3F mLightWorldPos; void _conformLights(); void _initCorona(); void _renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat ); void _updateTimeOfDay( TimeOfDay *timeOfDay, F32 time ); // SimObject. virtual void _onSelected(); virtual void _onUnselected(); enum NetMaskBits { UpdateMask = BIT(0) }; public: Sun(); virtual ~Sun(); // SimObject virtual bool onAdd(); virtual void onRemove(); // ConsoleObject DECLARE_CONOBJECT(Sun); static void initPersistFields(); void inspectPostApply(); // NetObject U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ); void unpackUpdate( NetConnection *conn, BitStream *stream ); // ISceneLight virtual void submitLights( LightManager *lm, bool staticLighting ); virtual LightInfo* getLight() { return mLight; } // SceneObject virtual void prepRenderImage( SceneRenderState* state ); // ProcessObject virtual void advanceTime( F32 dt ); /// void setAzimuth( F32 azimuth ); /// void setElevation( F32 elevation ); /// void setColor( const LinearColorF &color ); /// void animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation ); }; #endif // _SUN_H_