Torque3D/Engine/source/lighting/basic/basicSceneObjectLightingPlugin.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/basic/basicSceneObjectLightingPlugin.h"
#include "lighting/lightManager.h"
#include "lighting/shadowMap/shadowMapPass.h"
#include "lighting/shadowMap/shadowMapManager.h"
#include "lighting/common/projectedShadow.h"
#include "T3D/shapeBase.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxTransformSaver.h"
#include "ts/tsRenderState.h"
#include "gfx/sim/cubemapData.h"
#include "scene/reflector.h"
#include "T3D/decal/decalManager.h"
#include "core/module.h"
MODULE_BEGIN( BasicSceneObjectLightingPlugin )
MODULE_INIT
{
BasicSceneObjectPluginFactory::createSingleton();
}
MODULE_SHUTDOWN
{
BasicSceneObjectPluginFactory::deleteSingleton();
}
MODULE_END;
static const U32 shadowObjectTypeMask = PlayerObjectType | CorpseObjectType | ItemObjectType | VehicleObjectType;
Vector<BasicSceneObjectLightingPlugin*> BasicSceneObjectLightingPlugin::smPluginInstances( __FILE__, __LINE__ );
BasicSceneObjectLightingPlugin::BasicSceneObjectLightingPlugin(SceneObject* parent)
: mParentObject( parent )
{
mShadow = NULL;
// Stick us on the list.
smPluginInstances.push_back( this );
}
BasicSceneObjectLightingPlugin::~BasicSceneObjectLightingPlugin()
{
SAFE_DELETE( mShadow );
// Delete us from the list.
smPluginInstances.remove( this );
}
void BasicSceneObjectLightingPlugin::reset()
{
SAFE_DELETE( mShadow );
}
void BasicSceneObjectLightingPlugin::cleanupPluginInstances()
{
for (U32 i = 0; i < smPluginInstances.size(); i++)
{
BasicSceneObjectLightingPlugin *plug = smPluginInstances[i];
smPluginInstances.remove( plug );
delete plug;
i--;
}
smPluginInstances.clear();
}
void BasicSceneObjectLightingPlugin::resetAll()
{
for( U32 i = 0, num = smPluginInstances.size(); i < num; ++ i )
smPluginInstances[ i ]->reset();
}
const F32 BasicSceneObjectLightingPlugin::getScore() const
{
return mShadow ? mShadow->getScore() : 0.0f;
}
void BasicSceneObjectLightingPlugin::updateShadow( SceneRenderState *state )
{
if ( !mShadow )
mShadow = new ProjectedShadow( mParentObject );
mShadow->update( state );
}
void BasicSceneObjectLightingPlugin::renderShadow( SceneRenderState *state )
{
// hack until new scenegraph in place
GFXTransformSaver ts;
TSRenderState rstate;
rstate.setSceneState(state);
F32 camDist = (state->getCameraPosition() - mParentObject->getRenderPosition()).len();
// Make sure the shadow wants to be rendered
if( mShadow->shouldRender( state ) )
{
// Render! (and note the time)
mShadow->render( camDist, rstate );
}
}
BasicSceneObjectPluginFactory::BasicSceneObjectPluginFactory()
: mEnabled( false )
{
LightManager::smActivateSignal.notify( this, &BasicSceneObjectPluginFactory::_onLMActivate );
ShadowMapManager::smShadowDeactivateSignal.notify( this, &BasicSceneObjectPluginFactory::_setEnabled );
}
BasicSceneObjectPluginFactory::~BasicSceneObjectPluginFactory()
{
LightManager::smActivateSignal.remove( this, &BasicSceneObjectPluginFactory::_onLMActivate );
ShadowMapManager::smShadowDeactivateSignal.remove( this, &BasicSceneObjectPluginFactory::_setEnabled );
}
void BasicSceneObjectPluginFactory::_onLMActivate( const char *lm, bool enable )
{
_setEnabled();
}
void BasicSceneObjectPluginFactory::_setEnabled()
{
bool enable = false;
// Enabled if using basic lighting.
LightManager *lm = LightManager::getActiveLM();
if ( lm && dStricmp( lm->getName(), "Basic Lighting" ) == 0 )
enable = true;
// Disabled if all shadows are explictly disabled.
if ( ShadowMapPass::smDisableShadows )
enable = false;
// Already at the desired state.
if ( enable == mEnabled )
return;
if ( enable )
{
SceneObject::smSceneObjectAdd.notify(this, &BasicSceneObjectPluginFactory::addLightPlugin);
SceneObject::smSceneObjectRemove.notify(this, &BasicSceneObjectPluginFactory::removeLightPlugin);
if( gDecalManager )
gDecalManager->getClearDataSignal().notify( this, &BasicSceneObjectPluginFactory::_onDecalManagerClear );
addToExistingObjects();
}
else
{
SceneObject::smSceneObjectAdd.remove(this, &BasicSceneObjectPluginFactory::addLightPlugin);
SceneObject::smSceneObjectRemove.remove(this, &BasicSceneObjectPluginFactory::removeLightPlugin);
if( gDecalManager )
gDecalManager->getClearDataSignal().remove( this, &BasicSceneObjectPluginFactory::_onDecalManagerClear );
BasicSceneObjectLightingPlugin::cleanupPluginInstances();
}
mEnabled = enable;
}
void BasicSceneObjectPluginFactory::_onDecalManagerClear()
{
BasicSceneObjectLightingPlugin::resetAll();
}
void BasicSceneObjectPluginFactory::removeLightPlugin( SceneObject *obj )
{
// Grab the plugin instance.
SceneObjectLightingPlugin *lightPlugin = obj->getLightingPlugin();
// Delete it, which will also remove it
// from the static list of plugin instances.
if ( lightPlugin )
{
delete lightPlugin;
obj->setLightingPlugin( NULL );
}
}
void BasicSceneObjectPluginFactory::addLightPlugin(SceneObject* obj)
{
bool serverObj = obj->isServerObject();
bool isShadowType = (obj->getTypeMask() & shadowObjectTypeMask);
if ( !isShadowType || serverObj )
return;
obj->setLightingPlugin(new BasicSceneObjectLightingPlugin(obj));
}
// Some objects may not get cleaned up during mission load/free, so add our
// plugin to existing scene objects
void BasicSceneObjectPluginFactory::addToExistingObjects()
{
SimpleQueryList sql;
gClientContainer.findObjects( shadowObjectTypeMask, SimpleQueryList::insertionCallback, &sql);
for (SceneObject** i = sql.mList.begin(); i != sql.mList.end(); i++)
addLightPlugin(*i);
}