mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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71 lines
2.8 KiB
C++
71 lines
2.8 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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// The terrain implementation of zodiacs is largely contained in
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// afxZodiac.[h,cpp], however, some changes are required to the terrain
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// code. Structures EmitChunk and SquareStackNode now contain an
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// afxZodiacBitmask for keeping track of zodiac intersections.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _TERRRENDER_H_
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#define _TERRRENDER_H_
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#ifndef _TERRDATA_H_
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#include "terrain/terrData.h"
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#endif
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#include "afx/ce/afxZodiacDefs.h"
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enum TerrConstants : U32
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{
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MaxClipPlanes = 8, ///< left, right, top, bottom - don't need far tho...
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//MaxTerrainMaterials = 256,
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MaxTerrainLights = 64,
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MaxVisibleLights = 31,
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ClipPlaneMask = (1 << MaxClipPlanes) - 1,
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FarSphereMask = 0x80000000,
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FogPlaneBoxMask = 0x40000000,
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};
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class SceneRenderState;
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// Allows a lighting system to plug into terrain rendering
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class TerrainLightingPlugin
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{
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public:
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virtual ~TerrainLightingPlugin() {}
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virtual void setupLightStage(LightManager * lm, LightInfo* light, SceneData& sgData, BaseMatInstance* basemat, BaseMatInstance** dmat) = 0;
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virtual void cleanupLights(LightManager * lm) {}
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};
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/// A special texture profile used for the terrain layer id map.
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GFX_DeclareTextureProfile( TerrainLayerTexProfile );
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#endif // _TERRRENDER_H_
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