Torque3D/Engine/source/lighting/basic/blTerrainSystem.h

50 lines
2.2 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 _BLTERRAINSYSTEM_H_
#define _BLTERRAINSYSTEM_H_
#ifndef _SCENELIGHTING_H_
#include "lighting/common/sceneLighting.h"
#endif
#ifndef _SG_SYSTEM_INTERFACE_H
#include "lighting/lightingInterfaces.h"
#endif
//
// Lighting system interface
//
class blTerrainSystem : public SceneLightingInterface
{
public:
virtual void init();
virtual U32 addObjectType();
virtual SceneLighting::ObjectProxy* createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects);
virtual PersistInfo::PersistChunk* createPersistChunk(const U32 chunkType);
virtual bool createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret);
// Given a ray, this will return the color from the lightmap of this object, return true if handled
virtual bool getColorFromRayInfo(const RayInfo & collision, LinearColorF& result) const;
};
#endif // !_BLTERRAINSYSTEM_H_