blTerrainSystem.h
Engine/source/lighting/basic/blTerrainSystem.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _BLTERRAINSYSTEM_H_ 25#define _BLTERRAINSYSTEM_H_ 26 27#ifndef _SCENELIGHTING_H_ 28 #include "lighting/common/sceneLighting.h" 29#endif 30#ifndef _SG_SYSTEM_INTERFACE_H 31 #include "lighting/lightingInterfaces.h" 32#endif 33 34// 35// Lighting system interface 36// 37class blTerrainSystem : public SceneLightingInterface 38{ 39public: 40 virtual void init(); 41 virtual U32 addObjectType(); 42 virtual SceneLighting::ObjectProxy* createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects); 43 virtual PersistInfo::PersistChunk* createPersistChunk(const U32 chunkType); 44 virtual bool createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret); 45 46 // Given a ray, this will return the color from the lightmap of this object, return true if handled 47 virtual bool getColorFromRayInfo(const RayInfo & collision, LinearColorF& result) const; 48}; 49 50#endif // !_BLTERRAINSYSTEM_H_ 51