mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
-Added: SkySphere a full sphere skyBox -Change: ScatterSky now renders a dome instead of the top face of a cubeSphere -Change: Creator now has skySphere TODO: Simplify sphere creation PossibleMethod: Add the sphere creation functions to one place to be shared around.
173 lines
4 KiB
C++
173 lines
4 KiB
C++
//-----------------------------------------------------------------------------
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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 _SKYSPHERE_H_
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#define _SKYSPHERE_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.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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#ifndef _CUBEMAPDATA_H_
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#include "gfx/sim/cubemapData.h"
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#endif
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#ifndef _MATERIALLIST_H_
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#include "materials/materialList.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#include "T3D/assets/MaterialAsset.h"
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struct SkyMatParams
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{
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void init(BaseMatInstance* matInst) {};
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};
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class MatrixSet;
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class SkySphere : public SceneObject
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{
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typedef SceneObject Parent;
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public:
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SkySphere();
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virtual ~SkySphere();
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DECLARE_CONOBJECT(SkySphere);
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// SimObject
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void onStaticModified(const char* slotName, const char* newValue);
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// ConsoleObject
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virtual bool onAdd();
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virtual void onRemove();
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static void initPersistFields();
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virtual void inspectPostApply();
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// NetObject
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virtual U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream);
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virtual void unpackUpdate(NetConnection* conn, BitStream* stream);
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// SceneObject
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void prepRenderImage(SceneRenderState* state);
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/// Our render delegate.
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void _renderObject(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* mi);
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void clearVectors();
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void addVertex(Point3F vert);
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void addNormal(Point3F nor);
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void addTexcoord(F32 s, F32 t);
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void addColor(ColorI col);
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void BuildFinalVert();
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void BuildFinalFogVert();
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/// Prepares rendering structures and geometry.
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void _initRender();
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struct SphereVertex
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{
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Point3F pos;
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Point3F nor;
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F32 s, t;
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};
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Vector<SphereVertex> tmpVertices;
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Vector<F32> vertsVec;
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Vector<F32> texCoordVec;
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Vector<F32> normsVec;
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struct FinalVertexData
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{
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Point3F pos;
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Point3F nor;
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F32 s;
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F32 t;
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};
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Vector<FinalVertexData> finalVertData;
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struct FogVertex
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{
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// might need normals for smoothing.
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Point3F pos;
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ColorI col;
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};
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Vector<FogVertex> finalFogVertex;
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Vector<FogVertex> tempFogVertex;
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Vector<ColorI> colVec;
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Vector<F32> fogVerts;
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protected:
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// Material
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DECLARE_MATERIALASSET(SkySphere, Material);
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DECLARE_ASSET_NET_SETGET(SkySphere, Material, -1);
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BaseMatInstance* mMatInstance;
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SkyMatParams mMatParamHandle;
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GFXVertexBufferHandle<GFXVertexPNT> mVB;
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GFXVertexBufferHandle<GFXVertexPC> mFogBandVB;
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Material* mFogBandMat;
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BaseMatInstance* mFogBandMatInst;
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LinearColorF mLastFogColor;
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bool mIsVBDirty;
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U32 mPrimCount;
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MatrixSet* mMatrixSet;
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F32 mFogBandHeight;
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U32 mFogPrimCount;
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void _updateMaterial();
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void _initMaterial();
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BaseMatInstance* _getMaterialInstance();
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};
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#endif
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