// // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #pragma once #if defined(_WIN32) || defined(_WIN64) #define fmax max #define fmin min #endif #include "../Graphics/Drawable.h" #include "../Graphics/Texture2D.h" #include "../Graphics/IndexBuffer.h" #include "../Graphics/VertexBuffer.h" #include "../Graphics/Geometry.h" #include "../Graphics/Material.h" #include "../Graphics/Zone.h" #include "../Scene/Node.h" namespace Atomic { class ATOMIC_API ProcSky : public Drawable { ATOMIC_OBJECT(ProcSky, Drawable); public: /// Construct. /// ProcSky(Context* context); /// Destruct. ~ProcSky(); /// Register object factory. Drawable must be registered first. static void RegisterObject(Context* context); float SetDayTime(float time); float GetDayTime() { return dayTime_; } void SetAutoUpdate(bool autoUpdate) { autoUpdate_ = autoUpdate; } /// Calculate distance and prepare batches for rendering. May be called from worker thread(s), possibly re-entrantly. virtual void UpdateBatches(const FrameInfo& frame); /// Prepare geometry for rendering. Called from a worker thread if possible (no GPU update.) virtual void UpdateGeometry(const FrameInfo& frame); /// Return whether a geometry update is necessary, and if it can happen in a worker thread. virtual UpdateGeometryType GetUpdateGeometryType(); static float GetTimeOfDay() { return timeOfDay_; } protected: SharedPtr skyTexture_; SharedPtr skyMaterial_; SharedPtr sunlight_; /// Geometry. SharedPtr geometry_; /// Vertex buffer. SharedPtr vertexBuffer_; /// Index buffer. SharedPtr indexBuffer_; SharedPtr zone_; void UpdateVertexBuffer(const FrameInfo& frame); void UpdateIndexBuffer(); bool autoUpdate_; float dayTime_; float lastDayTimeUpdate_; float shadowFade_; static float timeOfDay_; float sunAngle_; float sunSize_; Color topColor_; Color horizColor_; Color lerpColor_; Color fogColor_; /// Custom world transform. Matrix3x4 customWorldTransform_; bool initialized_; bool flipped_; void OnNodeSet(Node* node); void HandleSceneUpdate(StringHash eventType, VariantMap& eventData); void HandleBeginViewUpdate(StringHash eventType, VariantMap& eventData); void Initialize(); void ProcessRayQuery(const RayOctreeQuery& query, PODVector& results); /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate(); }; }