88 lines
2.6 KiB
C++
88 lines
2.6 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "../Actor.h"
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Scripting/ScriptingObjectReference.h"
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#include "Engine/Renderer/Config.h"
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#include "Engine/Renderer/DrawCall.h"
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class GPUPipelineState;
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/// <summary>
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/// Sky actor renders atmosphere around the scene with fog and sky.
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/// </summary>
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API_CLASS(Attributes="ActorContextMenu(\"New/Visuals/Sky\"), ActorToolbox(\"Visuals\")")
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class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public ISkyRenderer
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{
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DECLARE_SCENE_OBJECT(Sky);
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psSky;
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GPUPipelineState* _psFog;
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int32 _sceneRenderingKey = -1;
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public:
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~Sky();
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public:
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/// <summary>
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/// Directional light that is used to simulate the sun.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(10), DefaultValue(null), EditorDisplay(\"Sky\")")
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ScriptingObjectReference<DirectionalLight> SunLight;
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/// <summary>
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/// The sun disc scale.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(20), DefaultValue(2.0f), EditorDisplay(\"Sky\"), Limit(0, 100, 0.01f)")
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float SunDiscScale = 2.0f;
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/// <summary>
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/// The sun power.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(30), DefaultValue(8.0f), EditorDisplay(\"Sky\"), Limit(0, 1000, 0.01f)")
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float SunPower = 8.0f;
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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_psSky = nullptr;
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_psFog = nullptr;
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}
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#endif
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void InitConfig(ShaderAtmosphericFogData& config) const;
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public:
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// [Actor]
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#if USE_EDITOR
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BoundingBox GetEditorBox() const override
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{
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const Vector3 size(50);
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return BoundingBox(_transform.Translation - size, _transform.Translation + size);
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}
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#endif
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void Draw(RenderContext& renderContext) override;
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void Serialize(SerializeStream& stream, const void* otherObj) override;
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void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
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bool HasContentLoaded() const override;
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bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
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// [IAtmosphericFogRenderer]
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void DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureView* output) override;
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// [ISkyRenderer]
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bool IsDynamicSky() const override;
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void ApplySky(GPUContext* context, RenderContext& renderContext, const Matrix& world) override;
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protected:
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// [Actor]
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void EndPlay() override;
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void OnEnable() override;
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void OnDisable() override;
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void OnTransformChanged() override;
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};
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