Torque3D/Engine/source/environment/sun.h
JeffR c96d58ae34 - Updates the material and terrain material assets to utilize AssetRef and drop the old macros like how Image and ShapeAssets have been updated.
- Updates the various classes using materials to comply to the change.
- Also standardizes some getter names to follow the general convention image and shape used to keep things more consistent across the board to minimize usage friction.
- Shifts handling of fallback asset lookups for the thus-far converted classes to have them be loaded during core initialization rather than being loaded as part of other asset loading as that sometimes lead to nesting execution/stability errors. Explicit call now ensures the fallbacks are loaded before any other asset tries to load, so there's no room for confounding or having no fallback to work with.
2026-07-03 23:38:43 -05:00

150 lines
3.9 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 _SUN_H_
#define _SUN_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _LIGHTFLAREDATA_H_
#include "T3D/lightFlareData.h"
#endif
#include "T3D/assets/MaterialAsset.h"
class TimeOfDay;
class MatrixSet;
///
class Sun : public SceneObject, public ISceneLight
{
typedef SceneObject Parent;
protected:
F32 mSunAzimuth;
F32 mSunElevation;
LinearColorF mLightColor;
LinearColorF mLightAmbient;
F32 mBrightness;
bool mAnimateSun;
F32 mTotalTime;
F32 mCurrTime;
F32 mStartAzimuth;
F32 mEndAzimuth;
F32 mStartElevation;
F32 mEndElevation;
bool mCastShadows;
S32 mStaticRefreshFreq;
S32 mDynamicRefreshFreq;
LightInfo *mLight;
LightFlareData *mFlareData;
LightFlareState mFlareState;
F32 mFlareScale;
bool mCoronaEnabled;
AssetRef<MaterialAsset> mCoronaMaterialAssetRef;
BaseMatInstance *mCoronaMatInst;
MatrixSet *mMatrixSet;
F32 mCoronaScale;
LinearColorF mCoronaTint;
bool mCoronaUseLightColor;
// These are not user specified.
// These hold data calculated once used across several methods.
F32 mCoronaWorldRadius;
Point3F mLightWorldPos;
void _conformLights();
void _initCorona();
void _renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
void _updateTimeOfDay( TimeOfDay *timeOfDay, F32 time );
// SimObject.
void _onSelected() override;
void _onUnselected() override;
enum NetMaskBits
{
UpdateMask = BIT(0)
};
public:
Sun();
virtual ~Sun();
// SimObject
bool onAdd() override;
void onRemove() override;
// ConsoleObject
DECLARE_CONOBJECT(Sun);
DECLARE_CATEGORY("Lighting \t Lights");
static void initPersistFields();
void inspectPostApply() override;
// NetObject
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ) override;
void unpackUpdate( NetConnection *conn, BitStream *stream ) override;
// ISceneLight
void submitLights( LightManager *lm, bool staticLighting ) override;
LightInfo* getLight() override { return mLight; }
// SceneObject
void prepRenderImage( SceneRenderState* state ) override;
// ProcessObject
void advanceTime( F32 dt ) override;
///
void setAzimuth( F32 azimuth );
///
void setElevation( F32 elevation );
///
void setColor( const LinearColorF &color );
///
void animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation );
};
#endif // _SUN_H_