Torque3D/Engine/source/environment/basicClouds.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

127 lines
3.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef _BASICCLOUDS_H_
#define _BASICCLOUDS_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#include "T3D/assets/ImageAsset.h"
class BaseMatInstance;
class BasicClouds : public SceneObject
{
typedef SceneObject Parent;
enum
{
BasicCloudsMask = Parent::NextFreeMask,
NextFreeMask = Parent::NextFreeMask << 1,
};
#define TEX_COUNT 3
public:
BasicClouds();
virtual ~BasicClouds() {}
DECLARE_CONOBJECT( BasicClouds );
DECLARE_CATEGORY("Environment \t Weather");
// ConsoleObject
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void inspectPostApply();
// NetObject
virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
// SceneObject
virtual void prepRenderImage( SceneRenderState *state );
void renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi );
protected:
void _initTexture();
void _initBuffers();
void _initBuffer( F32 height, GFXVertexBufferHandle<GFXVertexPT> *vb, GFXPrimitiveBufferHandle *pb );
protected:
static U32 smVertStride;
static U32 smStrideMinusOne;
static U32 smVertCount;
static U32 smTriangleCount;
DECLARE_IMAGEASSET_ARRAY(BasicClouds, Texture, TEX_COUNT);
DECLARE_IMAGEASSET_ARRAY_NET_SETGET(BasicClouds, Texture, -1);
GFXStateBlockRef mStateblock;
GFXShaderRef mShader;
GFXShaderConstBufferRef mShaderConsts;
GFXShaderConstHandle *mTimeSC;
GFXShaderConstHandle *mModelViewProjSC;
GFXShaderConstHandle *mTexScaleSC;
GFXShaderConstHandle *mTexDirectionSC;
GFXShaderConstHandle *mTexOffsetSC;
GFXShaderConstHandle *mDiffuseMapSC;
GFXVertexBufferHandle<GFXVertexPT> mVB[TEX_COUNT];
GFXPrimitiveBufferHandle mPB;
// Fields...
bool mLayerEnabled[TEX_COUNT];
F32 mTexScale[TEX_COUNT];
Point2F mTexDirection[TEX_COUNT];
F32 mTexSpeed[TEX_COUNT];
Point2F mTexOffset[TEX_COUNT];
F32 mHeight[TEX_COUNT];
};
#endif // _BASICCLOUDS_H_