// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #pragma once #include "../Actor.h" #include "Engine/Content/AssetReference.h" #include "Engine/Content/Assets/Shader.h" #include "Engine/Scripting/ScriptingObjectReference.h" #include "Engine/Renderer/Config.h" #include "Engine/Renderer/DrawCall.h" class GPUPipelineState; /// /// Sky actor renders atmosphere around the scene with fog and sky. /// API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky\"), ActorToolbox(\"Visuals\")") class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public ISkyRenderer { DECLARE_SCENE_OBJECT(Sky); private: AssetReference _shader; GPUPipelineState* _psSky; GPUPipelineState* _psFog; int32 _sceneRenderingKey = -1; public: ~Sky(); public: /// /// Directional light that is used to simulate the sun. /// API_FIELD(Attributes="EditorOrder(10), DefaultValue(null), EditorDisplay(\"Sun\")") ScriptingObjectReference SunLight; /// /// The sun disc scale. /// API_FIELD(Attributes="EditorOrder(20), DefaultValue(2.0f), EditorDisplay(\"Sun\"), Limit(0, 100, 0.01f)") float SunDiscScale = 2.0f; /// /// The sun power. /// API_FIELD(Attributes="EditorOrder(30), DefaultValue(8.0f), EditorDisplay(\"Sun\"), Limit(0, 1000, 0.01f)") float SunPower = 8.0f; private: #if COMPILE_WITH_DEV_ENV void OnShaderReloading(Asset* obj) { _psSky = nullptr; _psFog = nullptr; } #endif void InitConfig(AtmosphericFogData& config) const; public: // [Actor] #if USE_EDITOR BoundingBox GetEditorBox() const override { const Vector3 size(50); return BoundingBox(_transform.Translation - size, _transform.Translation + size); } #endif void Draw(RenderContext& renderContext) override; void Serialize(SerializeStream& stream, const void* otherObj) override; void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override; bool HasContentLoaded() const override; bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override; // [IAtmosphericFogRenderer] void DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureView* output) override; // [ISkyRenderer] bool IsDynamicSky() const override; void ApplySky(GPUContext* context, RenderContext& renderContext, const Matrix& world) override; protected: // [Actor] void EndPlay() override; void OnEnable() override; void OnDisable() override; void OnTransformChanged() override; };