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- //-----------------------------------------------------------------------------
- // 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 SKYLIGHT_H
- #define SKYLIGHT_H
- #ifndef REFLECTIONPROBE_H
- #include "T3D/lighting/reflectionProbe.h"
- #endif
- #ifndef _GFXVERTEXBUFFER_H_
- #include "gfx/gfxVertexBuffer.h"
- #endif
- #ifndef _GFXPRIMITIVEBUFFER_H_
- #include "gfx/gfxPrimitiveBuffer.h"
- #endif
- #ifndef _TSSHAPEINSTANCE_H_
- #include "ts/tsShapeInstance.h"
- #endif
- #include "lighting/lightInfo.h"
- #ifndef _RENDERPASSMANAGER_H_
- #include "renderInstance/renderPassManager.h"
- #endif
- class BaseMatInstance;
- //-----------------------------------------------------------------------------
- // This class implements a basic SceneObject that can exist in the world at a
- // 3D position and render itself. There are several valid ways to render an
- // object in Torque. This class implements the preferred rendering method which
- // is to submit a MeshRenderInst along with a Material, vertex buffer,
- // primitive buffer, and transform and allow the RenderMeshMgr handle the
- // actual setup and rendering for you.
- //-----------------------------------------------------------------------------
- class Skylight : public ReflectionProbe
- {
- typedef ReflectionProbe Parent;
- private:
- //Debug rendering
- static bool smRenderSkylights;
- public:
- Skylight();
- virtual ~Skylight();
- // Declare this object as a ConsoleObject so that we can
- // instantiate it into the world and network it
- DECLARE_CONOBJECT(Skylight);
- //--------------------------------------------------------------------------
- // Object Editing
- // Since there is always a server and a client object in Torque and we
- // actually edit the server object we need to implement some basic
- // networking functions
- //--------------------------------------------------------------------------
- // Set up any fields that we want to be editable (like position)
- static void initPersistFields();
- // Allows the object to update its editable settings
- // from the server object to the client
- virtual void inspectPostApply();
- // Handle when we are added to the scene and removed from the scene
- bool onAdd();
- void onRemove();
- // This function handles sending the relevant data from the server
- // object to the client object
- U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
- // This function handles receiving relevant data from the server
- // object and applying it to the client object
- void unpackUpdate(NetConnection *conn, BitStream *stream);
- //--------------------------------------------------------------------------
- // Object Rendering
- // Torque utilizes a "batch" rendering system. This means that it builds a
- // list of objects that need to render (via RenderInst's) and then renders
- // them all in one batch. This allows it to optimized on things like
- // minimizing texture, state, and shader switching by grouping objects that
- // use the same Materials.
- //--------------------------------------------------------------------------
- virtual void updateProbeParams();
- // This is the function that allows this object to submit itself for rendering
- void prepRenderImage(SceneRenderState *state);
- void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
- };
- #endif // _Skylight_H_
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