133 lines
3.1 KiB
C
133 lines
3.1 KiB
C
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#pragma once
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#include "foundation/core/refcounted.h"
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#include "foundation/core/ptr.h"
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#include "rendersystem/base/PrimitiveGroup.h"
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#include "rendersystem/base/RenderStateObject.h"
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#include "graphicsystem/Material/Material.h"
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#include "util/array.h"
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#include "math/float3.h"
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namespace Sky
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{
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class SkySphere : public Core::RefCounted //: public Graphic::Renderable
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{
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__DeclareSubClass(SkySphere, Core::RefCounted);
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public:
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struct POS_UV_VERTEX
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{
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Math::float3 pos;
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Math::float3 normal;
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Math::float2 uv;
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float opacity;
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};
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SkySphere();
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virtual ~SkySphere();
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void SetUp();
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void CreateSphere();
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void UpdateSphere();
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void Destroy();
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void SetMaterial(const GPtr<Graphic::Material>& mat);
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void SetCloudMaterial(const GPtr<Graphic::Material>& mat);
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void SetSphereParameter(int steps, int circles);
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void SetSkydomeFadingParameters(bool SmoothSkydomeFading, float SkydomeFadingPercent = 0.05);
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const int& GetSteps() const;
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const int& GetCircles() const;
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const bool& GetSmoothSkydomeFading() const;
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const float& GetSkydomeFadingPercent() const;
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const RenderBase::PrimitiveHandle& GetPrimHandle() const;
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private:
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RenderBase::PrimitiveHandle m_primHandle;
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GPtr<RenderBase::PrimitiveGroup> m_primitiveGroup;
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RenderBase::GPUFragmentHandle m_GPUFragmentHandle;
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GPtr<RenderBase::RenderStateObject> m_renderStateObject;
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RenderBase::RenderTargetHandle m_renderTargetHandle;
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Util::Array<RenderBase::VertexComponent> m_VertexComponents;
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GPtr<RenderBase::VertexBuffer> m_VertexBuffer;
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POS_UV_VERTEX* m_pVertices;
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int m_nCircles;
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int m_nSteps;
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int m_nVerticeCount;
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int m_nIndiceCount;
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float m_SkydomeFadingPercent;
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bool m_bSmoothSkydomeFading;
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GPtr<Graphic::Material> m_CloudMaterial;
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Util::Array< GPtr<Graphic::Material> > m_MaterialVector;
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friend class SkyRenderer;
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};
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inline void SkySphere::SetSphereParameter(int steps, int circles)
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{
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m_nSteps = steps;
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m_nCircles = circles;
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}
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inline void SkySphere::SetSkydomeFadingParameters(bool SmoothSkydomeFading, float SkydomeFadingPercent)
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{
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m_SkydomeFadingPercent = SkydomeFadingPercent;
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m_bSmoothSkydomeFading = SmoothSkydomeFading;
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}
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inline const int& SkySphere::GetSteps() const
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{
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return m_nSteps;
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}
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inline const int& SkySphere::GetCircles() const
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{
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return m_nCircles;
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}
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inline const bool& SkySphere::GetSmoothSkydomeFading() const
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{
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return m_bSmoothSkydomeFading;
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}
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inline const float& SkySphere::GetSkydomeFadingPercent() const
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{
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return m_SkydomeFadingPercent;
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}
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inline const RenderBase::PrimitiveHandle& SkySphere::GetPrimHandle() const
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{
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return m_primHandle;
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}
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inline void SkySphere::SetMaterial(const GPtr<Graphic::Material>& mat)
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{
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n_error("zhongdaohuan");//[zhongdaohuan][render_obj]<5D><>ʱɾ<CAB1><C9BE>ʵ<EFBFBD><CAB5>
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}
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inline void SkySphere::SetCloudMaterial(const GPtr<Graphic::Material>& mat)
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{
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m_CloudMaterial = mat;
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m_MaterialVector.Append(m_CloudMaterial);
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}
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}
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