//----------------------------------------------------------------------------- // 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 _SCENEDATA_H_ #define _SCENEDATA_H_ #ifndef _SCENERENDERSTATE_H_ #include "scene/sceneRenderState.h" #endif #ifndef _LIGHTMANAGER_H_ #include "lighting/lightManager.h" #endif #ifndef _GFXDEVICE_H_ #include "gfx/gfxDevice.h" #endif class GFXTexHandle; class GFXCubemap; class CustomShaderBindingData; struct SceneData { /// The special bin types. enum BinType { /// A normal render bin that isn't one of /// the special bins we care about. RegularBin = 0, /// The glow render bin. /// @see RenderGlowMgr GlowBin, /// The deferred render bin. /// @RenderDeferredMgr DeferredBin, /// The selection-highlight render bin. /// @afxRenderHighlightMgr HighlightBin, }; /// This defines when we're rendering a special bin /// type that the material or lighting system needs /// to know about. BinType binType; // textures GFXTextureObject *lightmap; GFXTextureObject *backBuffTex; GFXTextureObject *reflectTex; GFXTextureObject *miscTex; GFXTextureObject *accuTex; /// The current lights to use in rendering /// in order of the light importance. LightInfo* lights[8]; /// LinearColorF ambientLightColor; // fog F32 fogDensity; F32 fogDensityOffset; F32 fogHeightFalloff; LinearColorF fogColor; // misc const MatrixF *objTrans; GFXCubemap *cubemap; F32 visibility; /// Enables wireframe rendering for the object. bool wireframe; /// A generic hint value passed from the game /// code down to the material for use by shader /// features. void *materialHint; Vector customShaderData; /// Constructor. SceneData() { dMemset( this, 0, sizeof( SceneData ) ); objTrans = &MatrixF::Identity; visibility = 1.0f; } /// Initializes the data with the scene state setting /// common scene wide parameters. inline void init( const SceneRenderState *state, BinType type = RegularBin ) { dMemset( this, 0, sizeof( SceneData ) ); setFogParams( state->getSceneManager()->getFogData() ); wireframe = GFXDevice::getWireframe(); binType = type; objTrans = &MatrixF::Identity; visibility = 1.0f; ambientLightColor = state->getAmbientLightColor(); } inline void setFogParams( const FogData &data ) { fogDensity = data.density; fogDensityOffset = data.densityOffset; if ( !mIsZero( data.atmosphereHeight ) ) fogHeightFalloff = 1.0f / data.atmosphereHeight; else fogHeightFalloff = 0.0f; fogColor = data.color; } }; #endif // _SCENEDATA_H_