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Engine directory for ticket #1
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128
Engine/source/materials/sceneData.h
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128
Engine/source/materials/sceneData.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SCENEDATA_H_
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#define _SCENEDATA_H_
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#ifndef _SCENERENDERSTATE_H_
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#include "scene/sceneRenderState.h"
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#endif
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#ifndef _LIGHTMANAGER_H_
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#include "lighting/lightManager.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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class GFXTexHandle;
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class GFXCubemap;
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struct SceneData
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{
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/// The special bin types.
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enum BinType
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{
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/// A normal render bin that isn't one of
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/// the special bins we care about.
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RegularBin = 0,
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/// The glow render bin.
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/// @see RenderGlowMgr
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GlowBin,
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/// The prepass render bin.
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/// @RenderPrePassMgr
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PrePassBin,
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};
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/// This defines when we're rendering a special bin
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/// type that the material or lighting system needs
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/// to know about.
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BinType binType;
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// textures
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GFXTextureObject *lightmap;
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GFXTextureObject *backBuffTex;
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GFXTextureObject *reflectTex;
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GFXTextureObject *miscTex;
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/// The current lights to use in rendering
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/// in order of the light importance.
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LightInfo* lights[8];
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///
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ColorF ambientLightColor;
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// fog
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F32 fogDensity;
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F32 fogDensityOffset;
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F32 fogHeightFalloff;
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ColorF fogColor;
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// misc
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const MatrixF *objTrans;
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GFXCubemap *cubemap;
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F32 visibility;
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/// Enables wireframe rendering for the object.
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bool wireframe;
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/// A generic hint value passed from the game
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/// code down to the material for use by shader
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/// features.
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void *materialHint;
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/// Constructor.
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SceneData()
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{
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dMemset( this, 0, sizeof( SceneData ) );
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objTrans = &MatrixF::Identity;
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visibility = 1.0f;
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}
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/// Initializes the data with the scene state setting
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/// common scene wide parameters.
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inline void init( const SceneRenderState *state, BinType type = RegularBin )
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{
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dMemset( this, 0, sizeof( SceneData ) );
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setFogParams( state->getSceneManager()->getFogData() );
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wireframe = GFXDevice::getWireframe();
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binType = type;
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objTrans = &MatrixF::Identity;
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visibility = 1.0f;
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ambientLightColor = state->getAmbientLightColor();
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}
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inline void setFogParams( const FogData &data )
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{
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fogDensity = data.density;
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fogDensityOffset = data.densityOffset;
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if ( !mIsZero( data.atmosphereHeight ) )
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fogHeightFalloff = 1.0f / data.atmosphereHeight;
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else
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fogHeightFalloff = 0.0f;
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fogColor = data.color;
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}
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};
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#endif // _SCENEDATA_H_
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