mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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106 lines
4.4 KiB
C++
106 lines
4.4 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 SPHERE_ENVIRONMENT_PROBE_H
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#define SPHERE_ENVIRONMENT_PROBE_H
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#ifndef REFLECTIONPROBE_H
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#include "T3D/lighting/reflectionProbe.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 _TSSHAPEINSTANCE_H_
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#include "ts/tsShapeInstance.h"
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#endif
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#include "lighting/lightInfo.h"
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#ifndef _RENDERPASSMANAGER_H_
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#include "renderInstance/renderPassManager.h"
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#endif
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class BaseMatInstance;
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//-----------------------------------------------------------------------------
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// This class implements a basic SceneObject that can exist in the world at a
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// 3D position and render itself. There are several valid ways to render an
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// object in Torque. This class implements the preferred rendering method which
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// is to submit a MeshRenderInst along with a Material, vertex buffer,
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// primitive buffer, and transform and allow the RenderMeshMgr handle the
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// actual setup and rendering for you.
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//-----------------------------------------------------------------------------
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class SphereEnvironmentProbe : public ReflectionProbe
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{
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typedef ReflectionProbe Parent;
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public:
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SphereEnvironmentProbe();
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virtual ~SphereEnvironmentProbe();
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// Declare this object as a ConsoleObject so that we can
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// instantiate it into the world and network it
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DECLARE_CONOBJECT(SphereEnvironmentProbe);
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DECLARE_CATEGORY("Lighting \t Probes");
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//--------------------------------------------------------------------------
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// Object Editing
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// Since there is always a server and a client object in Torque and we
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// actually edit the server object we need to implement some basic
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// networking functions
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//--------------------------------------------------------------------------
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// Set up any fields that we want to be editable (like position)
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static void initPersistFields();
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// Allows the object to update its editable settings
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// from the server object to the client
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void inspectPostApply() override;
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// Handle when we are added to the scene and removed from the scene
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bool onAdd() override;
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void onRemove() override;
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// This function handles sending the relevant data from the server
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// object to the client object
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream) override;
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// This function handles receiving relevant data from the server
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// object and applying it to the client object
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void unpackUpdate(NetConnection *conn, BitStream *stream) override;
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//--------------------------------------------------------------------------
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// Object Rendering
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// Torque utilizes a "batch" rendering system. This means that it builds a
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// list of objects that need to render (via RenderInst's) and then renders
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// them all in one batch. This allows it to optimized on things like
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// minimizing texture, state, and shader switching by grouping objects that
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// use the same Materials.
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//--------------------------------------------------------------------------
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void updateProbeParams() override;
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void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
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};
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#endif // SPHERE_ENVIRONMENT_PROBE_H
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