Torque3D/Engine/source/environment/cloudLayer.h
marauder2k7 73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00

141 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 _CLOUDLAYER_H_
#define _CLOUDLAYER_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _MATINSTANCE_H_
#include "materials/matInstance.h"
#endif
#include "T3D/assets/ImageAsset.h"
GFXDeclareVertexFormat( GFXCloudVertex )
{
Point3F point;
Point3F normal;
Point3F binormal;
Point3F tangent;
Point2F texCoord;
};
class CloudLayer : public SceneObject
{
typedef SceneObject Parent;
enum
{
CloudLayerMask = Parent::NextFreeMask,
NextFreeMask = Parent::NextFreeMask << 1,
};
#define TEX_COUNT 3
public:
CloudLayer();
virtual ~CloudLayer() {}
DECLARE_CONOBJECT( CloudLayer );
DECLARE_CATEGORY("Environment \t Weather");
// ConsoleObject
bool onAdd() override;
void onRemove() override;
static void initPersistFields();
void inspectPostApply() override;
// NetObject
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ) override;
void unpackUpdate( NetConnection *conn, BitStream *stream ) override;
// SceneObject
void prepRenderImage( SceneRenderState *state ) override;
void renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi );
void onImageChanged() {}
protected:
void _initBuffers();
protected:
static U32 smVertStride;
static U32 smStrideMinusOne;
static U32 smVertCount;
static U32 smTriangleCount;
public:
DECLARE_IMAGEASSET_NET(CloudLayer,Texture, GFXStaticTextureSRGBProfile, CloudLayerMask)
GFXShaderRef mShader;
GFXStateBlockRef mStateblock;
GFXShaderConstBufferRef mShaderConsts;
GFXShaderConstHandle *mModelViewProjSC;
GFXShaderConstHandle *mAmbientColorSC;
GFXShaderConstHandle *mSunColorSC;
GFXShaderConstHandle *mSunVecSC;
GFXShaderConstHandle *mTexOffsetSC[3];
GFXShaderConstHandle *mTexScaleSC;
GFXShaderConstHandle *mBaseColorSC;
GFXShaderConstHandle *mCoverageSC;
GFXShaderConstHandle *mExposureSC;
GFXShaderConstHandle *mEyePosWorldSC;
GFXShaderConstHandle *mNormalHeightMapSC;
GFXVertexBufferHandle<GFXCloudVertex> mVB;
GFXPrimitiveBufferHandle mPB;
Point2F mTexOffset[3];
U32 mLastTime;
// Fields...
F32 mTexScale[TEX_COUNT];
Point2F mTexDirection[TEX_COUNT];
F32 mTexSpeed[TEX_COUNT];
LinearColorF mBaseColor;
F32 mExposure;
F32 mCoverage;
F32 mWindSpeed;
F32 mHeight;
};
#endif // _CLOUDLAYER_H_