Files
FlaxEngine/Source/Engine/Level/Actors/Sky.h
2025-04-07 22:02:59 +02:00

95 lines
2.9 KiB
C++

// Copyright (c) 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;
/// <summary>
/// Sky actor renders atmosphere around the scene with fog and sky.
/// </summary>
API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky/Sky\"), ActorToolbox(\"Visuals\")")
class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public ISkyRenderer
{
DECLARE_SCENE_OBJECT(Sky);
private:
AssetReference<Shader> _shader;
GPUPipelineState* _psSky;
GPUPipelineState* _psFog;
int32 _sceneRenderingKey = -1;
public:
~Sky();
public:
/// <summary>
/// Directional light that is used to simulate the sun.
/// </summary>
API_FIELD(Attributes="EditorOrder(10), EditorDisplay(\"Sky\")")
ScriptingObjectReference<DirectionalLight> SunLight;
/// <summary>
/// The sun disc scale.
/// </summary>
API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"Sky\"), Limit(0, 100, 0.01f)")
float SunDiscScale = 2.0f;
/// <summary>
/// The sun power.
/// </summary>
API_FIELD(Attributes="EditorOrder(30), EditorDisplay(\"Sky\"), Limit(0, 1000, 0.01f)")
float SunPower = 8.0f;
/// <summary>
/// Controls how much sky will contribute indirect lighting. When set to 0, there is no GI from the sky. The default value is 1.
/// </summary>
API_FIELD(Attributes="EditorOrder(40), Limit(0, 100, 0.1f), EditorDisplay(\"Sky\")")
float IndirectLightingIntensity = 1.0f;
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psSky = nullptr;
_psFog = nullptr;
}
#endif
void InitConfig(ShaderAtmosphericFogData& 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;
float GetIndirectLightingIntensity() 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;
};