// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // Please see LICENSE.md in repository root for license information // https://github.com/AtomicGameEngine/AtomicGameEngine #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 ProcSky : public Drawable { OBJECT(ProcSky); 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(); }; }