Torque3D/Engine/source/environment/cloudLayer.h

136 lines
3.7 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
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 );
// ConsoleObject
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void inspectPostApply();
// NetObject
virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
// SceneObject
void prepRenderImage( SceneRenderState *state );
void renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi );
protected:
void _initTexture();
void _initBuffers();
protected:
static U32 smVertStride;
static U32 smStrideMinusOne;
static U32 smVertCount;
static U32 smTriangleCount;
GFXTexHandle mTexture;
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...
String mTextureName;
F32 mTexScale[TEX_COUNT];
Point2F mTexDirection[TEX_COUNT];
F32 mTexSpeed[TEX_COUNT];
ColorF mBaseColor;
F32 mExposure;
F32 mCoverage;
F32 mWindSpeed;
F32 mHeight;
};
#endif // _CLOUDLAYER_H_