/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Markus 'atok' Wegmann * Co-authors: * ... * */ /** @file @brief Header of the GodrayShader class. */ #ifndef _GodrayShader_H__ #define _GodrayShader_H__ #include "OrxonoxPrereqs.h" #include #include "tools/interfaces/Tickable.h" #include "core/BaseObject.h" #include "util/Math.h" #include "WorldEntity.h" #include "GlobalShader.h" namespace orxonox { /** @brief */ class _OrxonoxExport GodrayShader : public BaseObject, public Tickable { public: GodrayShader(BaseObject* creator); virtual ~GodrayShader(); virtual void tick(float dt); virtual void updateParameters(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); virtual void changedVisibility(); void setWorldEntity(WorldEntity* worldEntity); inline const GlobalShader& getGlobalShader() const { return this->globalShader_; } void setSunPosition(const Vector3& position); void setSunColor(const ColourValue& color); void setSkyColor(const ColourValue& color); const Vector3& getSunPosition() const; const ColourValue& getSunColor() const; const ColourValue& getSkyColor() const; private: WorldEntity* worldEntity_; GlobalShader globalShader_; Ogre::CompositorInstance* compositor_; Vector3 sunPosition_; ColourValue sunColor_; ColourValue skyColor_; float exposure_; float decay_; float density_; }; } #endif /* _GodrayShader_H__ */