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/* -----------------------------------------------------------------------------
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GSFramework
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Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
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----------------------------------------------------------------------------- */
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#ifndef __NSCENERENDERERENVINTERFACE__
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#define __NSCENERENDERERENVINTERFACE__
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#include "core/renderer_environment_interface.h"
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namespace GS {
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namespace S3D {
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class Scene;
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/*
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@short Scene renderer environment.
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Used to query environment informations.
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*/
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struct IEnvironment : public Render::IEnvironment
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{
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Scene *scene;
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virtual float GetClock() const;
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virtual float GetTimeOfDay() const;
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virtual Render::Shader *GetSkyboxShader() const;
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virtual bool GetSkyboxLayers(Render::sTexture [2]) const;
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virtual Color GetClearColor() const;
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virtual Color GetAmbientColor() const;
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virtual void GetEnvironmentProbe(Render::sTexture &/*radiance*/, Render::sTexture &/*irradiance*/) const;
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virtual Core::Camera *GetCurrentCamera() const;
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virtual void GetLightsInFrustum(const Vector4 &/*world_pos*/, const Frustum &/*frustum*/, List <Core::Light *> &/*list*/, uint /*limit*/ = 0) const;
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virtual void GetClosestLights(const Vector4 &/*world_pos*/, List <Core::Light *> &/*list*/, uint /*limit*/ = 0) const;
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virtual bool IsFogEnabled() const;
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virtual bool GetFogConfiguration(Color &color, float &fog_near, float &fog_far) const;
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virtual void OnRenderUser(Render::Renderer *) const;
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IEnvironment(Scene *s) : scene(s) {}
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};
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} // S3D
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} // GS
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#endif // __NSCENERENDERERENVINTERFACE__
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