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

60 lines
2.1 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 _TERRRENDER_H_
#define _TERRRENDER_H_
#ifndef _TERRDATA_H_
#include "terrain/terrData.h"
#endif
enum TerrConstants
{
MaxClipPlanes = 8, ///< left, right, top, bottom - don't need far tho...
//MaxTerrainMaterials = 256,
MaxTerrainLights = 64,
MaxVisibleLights = 31,
ClipPlaneMask = (1 << MaxClipPlanes) - 1,
FarSphereMask = 0x80000000,
FogPlaneBoxMask = 0x40000000,
};
class SceneRenderState;
// Allows a lighting system to plug into terrain rendering
class TerrainLightingPlugin
{
public:
virtual ~TerrainLightingPlugin() {}
virtual void setupLightStage(LightManager * lm, LightInfo* light, SceneData& sgData, BaseMatInstance* basemat, BaseMatInstance** dmat) = 0;
virtual void cleanupLights(LightManager * lm) {}
};
/// A special texture profile used for the terrain layer id map.
GFX_DeclareTextureProfile( TerrainLayerTexProfile );
#endif // _TERRRENDER_H_