2012-09-19 15:15:01 +00:00
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _LIGHTDESCRIPTION_H_
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#define _LIGHTDESCRIPTION_H_
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#ifndef _SIMDATABLOCK_H_
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#include "console/simDatablock.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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#ifndef _LIGHTANIMDATA_H_
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#include "T3D/lightAnimData.h"
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#endif
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#ifndef _LIGHTFLAREDATA_H_
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#include "T3D/lightFlareData.h"
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#endif
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struct LightState
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{
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LightInfo *lightInfo;
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F32 fullBrightness;
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LightAnimState animState;
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LightFlareState flareState;
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void clear()
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{
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lightInfo = NULL;
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fullBrightness = 1.0f;
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flareState.clear();
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}
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void setLightInfo( LightInfo *li )
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{
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flareState.lightInfo = lightInfo = li;
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}
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};
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/// LightDescription is a helper datablock used by classes (such as shapebase)
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/// that submit lights to the scene but do not use actual "LightBase" objects.
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/// This datablock stores the properties of that light as fields that can be
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/// initialized from script.
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class LightAnimData;
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class LightFlareData;
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class LightManager;
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class ISceneLight;
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class LightDescription : public SimDataBlock
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{
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typedef SimDataBlock Parent;
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public:
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LightDescription();
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virtual ~LightDescription();
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DECLARE_CONOBJECT( LightDescription );
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static void initPersistFields();
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2024-03-18 18:13:00 +00:00
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void inspectPostApply() override;
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2012-09-19 15:15:01 +00:00
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2024-03-18 18:13:00 +00:00
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bool onAdd() override;
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2012-09-19 15:15:01 +00:00
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// SimDataBlock
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2024-03-18 18:13:00 +00:00
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bool preload( bool server, String &errorStr ) override;
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void packData( BitStream *stream ) override;
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void unpackData( BitStream *stream ) override;
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2012-09-19 15:15:01 +00:00
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//void animateLight( LightState *state );
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void submitLight( LightState *state, const MatrixF &xfm, LightManager *lm, SimObject *object );
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void prepRender( SceneRenderState *sceneState, LightState *lightState, const MatrixF &xfm );
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bool _preload( bool server, String &errorStr );
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2017-06-23 16:36:20 +00:00
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LinearColorF color;
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2012-09-19 15:15:01 +00:00
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F32 brightness;
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F32 range;
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bool castShadows;
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2015-10-13 23:12:19 +00:00
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S32 mStaticRefreshFreq;
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S32 mDynamicRefreshFreq;
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2012-09-19 15:15:01 +00:00
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LightAnimData *animationData;
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S32 animationDataId;
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F32 animationPeriod;
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F32 animationPhase;
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LightFlareData *flareData;
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S32 flareDataId;
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F32 flareScale;
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};
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#endif // _LIGHTDESCRIPTION_H_
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