Torque3D/Engine/source/materials/sceneData.h
2012-09-19 11:15:01 -04:00

129 lines
3.7 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 _SCENEDATA_H_
#define _SCENEDATA_H_
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _LIGHTMANAGER_H_
#include "lighting/lightManager.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
class GFXTexHandle;
class GFXCubemap;
struct SceneData
{
/// The special bin types.
enum BinType
{
/// A normal render bin that isn't one of
/// the special bins we care about.
RegularBin = 0,
/// The glow render bin.
/// @see RenderGlowMgr
GlowBin,
/// The prepass render bin.
/// @RenderPrePassMgr
PrePassBin,
};
/// This defines when we're rendering a special bin
/// type that the material or lighting system needs
/// to know about.
BinType binType;
// textures
GFXTextureObject *lightmap;
GFXTextureObject *backBuffTex;
GFXTextureObject *reflectTex;
GFXTextureObject *miscTex;
/// The current lights to use in rendering
/// in order of the light importance.
LightInfo* lights[8];
///
ColorF ambientLightColor;
// fog
F32 fogDensity;
F32 fogDensityOffset;
F32 fogHeightFalloff;
ColorF fogColor;
// misc
const MatrixF *objTrans;
GFXCubemap *cubemap;
F32 visibility;
/// Enables wireframe rendering for the object.
bool wireframe;
/// A generic hint value passed from the game
/// code down to the material for use by shader
/// features.
void *materialHint;
/// Constructor.
SceneData()
{
dMemset( this, 0, sizeof( SceneData ) );
objTrans = &MatrixF::Identity;
visibility = 1.0f;
}
/// Initializes the data with the scene state setting
/// common scene wide parameters.
inline void init( const SceneRenderState *state, BinType type = RegularBin )
{
dMemset( this, 0, sizeof( SceneData ) );
setFogParams( state->getSceneManager()->getFogData() );
wireframe = GFXDevice::getWireframe();
binType = type;
objTrans = &MatrixF::Identity;
visibility = 1.0f;
ambientLightColor = state->getAmbientLightColor();
}
inline void setFogParams( const FogData &data )
{
fogDensity = data.density;
fogDensityOffset = data.densityOffset;
if ( !mIsZero( data.atmosphereHeight ) )
fogHeightFalloff = 1.0f / data.atmosphereHeight;
else
fogHeightFalloff = 0.0f;
fogColor = data.color;
}
};
#endif // _SCENEDATA_H_