mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
135 lines
3.6 KiB
C++
135 lines
3.6 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 _CLOUDLAYER_H_
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#define _CLOUDLAYER_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 _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.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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#ifndef _MATINSTANCE_H_
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#include "materials/matInstance.h"
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#endif
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GFXDeclareVertexFormat( GFXCloudVertex )
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{
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Point3F point;
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Point3F normal;
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Point3F binormal;
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Point3F tangent;
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Point2F texCoord;
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};
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class CloudLayer : public SceneObject
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{
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typedef SceneObject Parent;
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enum
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{
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CloudLayerMask = Parent::NextFreeMask,
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NextFreeMask = Parent::NextFreeMask << 1,
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};
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#define TEX_COUNT 3
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public:
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CloudLayer();
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virtual ~CloudLayer() {}
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DECLARE_CONOBJECT( CloudLayer );
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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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void renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi );
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protected:
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void _initTexture();
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void _initBuffers();
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protected:
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static U32 smVertStride;
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static U32 smStrideMinusOne;
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static U32 smVertCount;
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static U32 smTriangleCount;
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GFXTexHandle mTexture;
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GFXShaderRef mShader;
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GFXStateBlockRef mStateblock;
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GFXShaderConstBufferRef mShaderConsts;
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GFXShaderConstHandle *mModelViewProjSC;
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GFXShaderConstHandle *mAmbientColorSC;
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GFXShaderConstHandle *mSunColorSC;
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GFXShaderConstHandle *mSunVecSC;
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GFXShaderConstHandle *mTexOffsetSC[3];
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GFXShaderConstHandle *mTexScaleSC;
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GFXShaderConstHandle *mBaseColorSC;
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GFXShaderConstHandle *mCoverageSC;
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GFXShaderConstHandle *mExposureSC;
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GFXShaderConstHandle *mEyePosWorldSC;
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GFXVertexBufferHandle<GFXCloudVertex> mVB;
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GFXPrimitiveBufferHandle mPB;
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Point2F mTexOffset[3];
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U32 mLastTime;
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// Fields...
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String mTextureName;
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F32 mTexScale[TEX_COUNT];
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Point2F mTexDirection[TEX_COUNT];
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F32 mTexSpeed[TEX_COUNT];
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ColorF mBaseColor;
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F32 mExposure;
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F32 mCoverage;
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F32 mWindSpeed;
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F32 mHeight;
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};
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#endif // _CLOUDLAYER_H_
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