Torque3D/Engine/source/materials/sceneData.h
marauder2k7 3aef90a6bc Update GFXTextureManager and GBitmap
GBitmap Changes:
Added all other formats to gbitmap that we support
gbitmap now supports cubemaps
added converters for all these other formats
added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats

GFXTextureManager
Can now directly make cubemaps and texture arrays based on the GFXTextureProfile
API implementations for all functions that cubemaps and arrays needed
2025-12-22 10:29:01 +00:00

149 lines
4.2 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 CustomShaderBindingData;
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 deferred render bin.
/// @RenderDeferredMgr
DeferredBin,
/// The selection-highlight render bin.
/// @afxRenderHighlightMgr
HighlightBin,
};
enum
{
MAX_LIGHTS = 8
};
/// 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;
GFXTextureObject *accuTex;
/// The current lights to use in rendering
/// in order of the light importance.
LightInfo* lights[MAX_LIGHTS];
///
LinearColorF ambientLightColor;
// fog
F32 fogDensity;
F32 fogDensityOffset;
F32 fogHeightFalloff;
LinearColorF fogColor;
// misc
const MatrixF *objTrans;
GFXTexHandle 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;
Vector<CustomShaderBindingData*> customShaderData;
/// Constructor.
SceneData()
{
accuTex = NULL;
backBuffTex = NULL;
binType = RegularBin;
cubemap = NULL;
fogDensity = 0.0f;
fogDensityOffset = 0.0f;
fogHeightFalloff = 0.0f;
lightmap = NULL;
for (U32 i = 0; i < MAX_LIGHTS; i++)
{
lights[i] = NULL;
}
materialHint = NULL;
miscTex = NULL;
reflectTex = NULL;
wireframe = false;
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_