Torque3D/Engine/source/environment/sun.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

151 lines
3.8 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;
DECLARE_MATERIALASSET(Sun, CoronaMaterial);
DECLARE_MATERIALASSET_NET_SETGET(Sun, CoronaMaterial, UpdateMask);
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.
virtual void _onSelected();
virtual void _onUnselected();
enum NetMaskBits
{
UpdateMask = BIT(0)
};
public:
Sun();
virtual ~Sun();
// SimObject
virtual bool onAdd();
virtual void onRemove();
// ConsoleObject
DECLARE_CONOBJECT(Sun);
static void initPersistFields();
void inspectPostApply();
// NetObject
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *conn, BitStream *stream );
// ISceneLight
virtual void submitLights( LightManager *lm, bool staticLighting );
virtual LightInfo* getLight() { return mLight; }
// SceneObject
virtual void prepRenderImage( SceneRenderState* state );
// ProcessObject
virtual void advanceTime( F32 dt );
///
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_