//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // The terrain implementation of zodiacs is largely contained in // afxZodiac.[h,cpp], however, some changes are required to the terrain // code. Structures EmitChunk and SquareStackNode now contain an // afxZodiacBitmask for keeping track of zodiac intersections. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #ifndef _TERRRENDER_H_ #define _TERRRENDER_H_ #ifndef _TERRDATA_H_ #include "terrain/terrData.h" #endif #include "afx/ce/afxZodiacDefs.h" enum TerrConstants : U32 { MaxClipPlanes = 8, ///< left, right, top, bottom - don't need far tho... //MaxTerrainMaterials = 256, MaxTerrainLights = 64, MaxVisibleLights = 31, ClipPlaneMask = (1 << MaxClipPlanes) - 1, FarSphereMask = 0x80000000, FogPlaneBoxMask = 0x40000000, }; class SceneRenderState; // Allows a lighting system to plug into terrain rendering class TerrainLightingPlugin { public: virtual ~TerrainLightingPlugin() {} virtual void setupLightStage(LightManager * lm, LightInfo* light, SceneData& sgData, BaseMatInstance* basemat, BaseMatInstance** dmat) = 0; virtual void cleanupLights(LightManager * lm) {} }; /// A special texture profile used for the terrain layer id map. GFX_DeclareTextureProfile( TerrainLayerTexProfile ); #endif // _TERRRENDER_H_