skylight.h
Engine/source/T3D/lighting/skylight.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 SKYLIGHT_H 25#define SKYLIGHT_H 26 27#ifndef REFLECTIONPROBE_H 28#include "T3D/lighting/reflectionProbe.h" 29#endif 30#ifndef _GFXVERTEXBUFFER_H_ 31#include "gfx/gfxVertexBuffer.h" 32#endif 33#ifndef _GFXPRIMITIVEBUFFER_H_ 34#include "gfx/gfxPrimitiveBuffer.h" 35#endif 36#ifndef _TSSHAPEINSTANCE_H_ 37#include "ts/tsShapeInstance.h" 38#endif 39#include "lighting/lightInfo.h" 40 41#ifndef _RENDERPASSMANAGER_H_ 42#include "renderInstance/renderPassManager.h" 43#endif 44 45class BaseMatInstance; 46 47//----------------------------------------------------------------------------- 48// This class implements a basic SceneObject that can exist in the world at a 49// 3D position and render itself. There are several valid ways to render an 50// object in Torque. This class implements the preferred rendering method which 51// is to submit a MeshRenderInst along with a Material, vertex buffer, 52// primitive buffer, and transform and allow the RenderMeshMgr handle the 53// actual setup and rendering for you. 54//----------------------------------------------------------------------------- 55 56class Skylight : public ReflectionProbe 57{ 58 typedef ReflectionProbe Parent; 59 60private: 61 62 //Debug rendering 63 static bool smRenderSkylights; 64 65public: 66 Skylight(); 67 virtual ~Skylight(); 68 69 // Declare this object as a ConsoleObject so that we can 70 // instantiate it into the world and network it 71 DECLARE_CONOBJECT(Skylight); 72 73 //-------------------------------------------------------------------------- 74 // Object Editing 75 // Since there is always a server and a client object in Torque and we 76 // actually edit the server object we need to implement some basic 77 // networking functions 78 //-------------------------------------------------------------------------- 79 // Set up any fields that we want to be editable (like position) 80 static void initPersistFields(); 81 82 // Allows the object to update its editable settings 83 // from the server object to the client 84 virtual void inspectPostApply(); 85 86 // Handle when we are added to the scene and removed from the scene 87 bool onAdd(); 88 void onRemove(); 89 90 // This function handles sending the relevant data from the server 91 // object to the client object 92 U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream); 93 // This function handles receiving relevant data from the server 94 // object and applying it to the client object 95 void unpackUpdate(NetConnection *conn, BitStream *stream); 96 97 //-------------------------------------------------------------------------- 98 // Object Rendering 99 // Torque utilizes a "batch" rendering system. This means that it builds a 100 // list of objects that need to render (via RenderInst's) and then renders 101 // them all in one batch. This allows it to optimized on things like 102 // minimizing texture, state, and shader switching by grouping objects that 103 // use the same Materials. 104 //-------------------------------------------------------------------------- 105 virtual void updateProbeParams(); 106 107 // This is the function that allows this object to submit itself for rendering 108 void prepRenderImage(SceneRenderState *state); 109 110 void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat); 111}; 112 113#endif // _Skylight_H_ 114