sun.h 3.6 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SUN_H_
  23. #define _SUN_H_
  24. #ifndef _SCENEOBJECT_H_
  25. #include "scene/sceneObject.h"
  26. #endif
  27. #ifndef _COLOR_H_
  28. #include "core/color.h"
  29. #endif
  30. #ifndef _LIGHTINFO_H_
  31. #include "lighting/lightInfo.h"
  32. #endif
  33. #ifndef _LIGHTFLAREDATA_H_
  34. #include "T3D/lightFlareData.h"
  35. #endif
  36. class TimeOfDay;
  37. class MatrixSet;
  38. ///
  39. class Sun : public SceneObject, public ISceneLight
  40. {
  41. typedef SceneObject Parent;
  42. protected:
  43. F32 mSunAzimuth;
  44. F32 mSunElevation;
  45. ColorF mLightColor;
  46. ColorF mLightAmbient;
  47. F32 mBrightness;
  48. bool mAnimateSun;
  49. F32 mTotalTime;
  50. F32 mCurrTime;
  51. F32 mStartAzimuth;
  52. F32 mEndAzimuth;
  53. F32 mStartElevation;
  54. F32 mEndElevation;
  55. bool mCastShadows;
  56. LightInfo *mLight;
  57. LightFlareData *mFlareData;
  58. LightFlareState mFlareState;
  59. F32 mFlareScale;
  60. bool mCoronaEnabled;
  61. String mCoronaMatName;
  62. BaseMatInstance *mCoronaMatInst;
  63. MatrixSet *mMatrixSet;
  64. F32 mCoronaScale;
  65. ColorF mCoronaTint;
  66. bool mCoronaUseLightColor;
  67. // These are not user specified.
  68. // These hold data calculated once used across several methods.
  69. F32 mCoronaWorldRadius;
  70. Point3F mLightWorldPos;
  71. void _conformLights();
  72. void _initCorona();
  73. void _renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
  74. void _updateTimeOfDay( TimeOfDay *timeOfDay, F32 time );
  75. // SimObject.
  76. virtual void _onSelected();
  77. virtual void _onUnselected();
  78. enum NetMaskBits
  79. {
  80. UpdateMask = BIT(0)
  81. };
  82. public:
  83. Sun();
  84. virtual ~Sun();
  85. // SimObject
  86. virtual bool onAdd();
  87. virtual void onRemove();
  88. // ConsoleObject
  89. DECLARE_CONOBJECT(Sun);
  90. static void initPersistFields();
  91. void inspectPostApply();
  92. // NetObject
  93. U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
  94. void unpackUpdate( NetConnection *conn, BitStream *stream );
  95. // ISceneLight
  96. virtual void submitLights( LightManager *lm, bool staticLighting );
  97. virtual LightInfo* getLight() { return mLight; }
  98. // SceneObject
  99. virtual void prepRenderImage( SceneRenderState* state );
  100. // ProcessObject
  101. virtual void advanceTime( F32 dt );
  102. ///
  103. void setAzimuth( F32 azimuth );
  104. ///
  105. void setElevation( F32 elevation );
  106. ///
  107. void setColor( const ColorF &color );
  108. ///
  109. void animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation );
  110. };
  111. #endif // _SUN_H_