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- //
- // 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 _MSC_VER
- #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<Texture2D> skyTexture_;
- SharedPtr<Material> skyMaterial_;
- SharedPtr<Light> sunlight_;
- /// Geometry.
- SharedPtr<Geometry> geometry_;
- /// Vertex buffer.
- SharedPtr<VertexBuffer> vertexBuffer_;
- /// Index buffer.
- SharedPtr<IndexBuffer> indexBuffer_;
- SharedPtr<Zone> 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<RayQueryResult>& results);
- /// Recalculate the world-space bounding box.
- virtual void OnWorldBoundingBoxUpdate();
- };
- }
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