ad5cd7b16a
match the genesis editor version 1.3.1.921.
116 lines
3.8 KiB
C++
116 lines
3.8 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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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 deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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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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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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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 FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __simplesky_component_H__
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#define __simplesky_component_H__
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#include "meshrendercomponent.h"
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#include "graphicsystem/Camera/Camera.h"
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namespace App
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{
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class SimpleSkyComponent : public App::MeshRenderComponent
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{
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__DeclareSubClass(SimpleSkyComponent, App::MeshRenderComponent);
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public:
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SimpleSkyComponent();
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virtual ~SimpleSkyComponent();
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public:
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/// @Component::SetupCallbacks setup callbacks for this component, call by Actor in OnActivate()
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virtual void SetupCallbacks();
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protected:
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/// @Component::OnActivate called from Actor::ActivateComponents()
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virtual void OnActivate();
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/// @Component::OnDeactivate called from Actor::DeactivateComponents()
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virtual void OnDeactivate();
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// @Component::_OnDestroy called only form Actor::Destroy
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virtual void OnDestroy();
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/// @Component::Component called after movement has happened.
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virtual void _OnMoveAfter();
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/// @Component::_OnBeginFrame called after movement has happened.
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virtual void _OnBeginFrame();
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virtual void _BuildRenderObject();
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virtual void _BuildRenderRes();
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// update renderqueue of renderables from materials
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void _UpdateRenderQueue();
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void updateScale( Graphic::Camera* camera);
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public:
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virtual void SetCastShadow( bool bCastShadow );
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virtual bool GetCastShadow();
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virtual void SetReceiveShadow( bool bReceiveShadow );
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virtual bool GetReceiveShadow();
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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virtual Version GetVersion() const;
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// @ISerialization::Load
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virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args );
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// @ISerialization::Save
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virtual void Save( AppWriter* pWriter ) const;
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// copy from other component
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virtual void CopyFrom( const GPtr<Component>& pComponent );
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/// list all reference resource ids
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virtual void GetReferenceResourceId(Util::Array<Resources::ReferenceResource>& list) const;
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virtual void SetMaterialID( IndexT iSubMesh, const Resources::ResourceId& matID,const bool bCopy = false ,Resources::Priority p = 0);
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public:
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void SetSkyTexByNum( int num, Util::String& tex );
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const Util::String GetSkyTexByNum( int num );
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float GetSkyFogLowest();
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float GetSkyFogHighest();
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void SetSkyFogLowest(IndexT iSubMesh, const ShaderParamString& paramName,float low);
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void SetSkyFogHighest(IndexT iSubMesh, const ShaderParamString& paramName,float high);
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protected:
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Util::String m_skyTex0;
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Util::String m_skyTex1;
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Util::String m_skyTex2;
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Util::String m_skyTex3;
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Util::String m_skyTex4;
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Util::String m_skyTex5;
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float m_skyFogLowest;
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float m_skyFogHighest;
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};
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}
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#endif |