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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume.
** do note changing the value does require nudging a mesh and/or a level reload to kick in at time of writing for visual feedback.
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3 changed files with 47 additions and 4 deletions
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@ -69,6 +69,8 @@ extern ColorI gCanvasClearColor;
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/// @see DecalManager
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extern F32 gDecalBias;
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/// @see AccumulationVolume
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extern GFXTexHandle gLevelAccuMap;
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/// Default SFXAmbience used to reset the global soundscape.
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static SFXAmbience sDefaultAmbience;
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@ -96,6 +98,8 @@ LevelInfo::LevelInfo()
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mNetFlags.set( ScopeAlways | Ghostable );
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mAdvancedLightmapSupport = false;
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mAccuTextureName = "";
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mAccuTexture = NULL;
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// Register with the light manager activation signal, and we need to do it first
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// so the advanced light bin manager can be instructed about MRT lightmaps
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@ -157,6 +161,9 @@ void LevelInfo::initPersistFields()
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addField( "advancedLightmapSupport", TypeBool, Offset( mAdvancedLightmapSupport, LevelInfo ),
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"Enable expanded support for mixing static and dynamic lighting (more costly)" );
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addProtectedField("AccuTexture", TypeStringFilename, Offset(mAccuTextureName, LevelInfo),
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&_setLevelAccuTexture, &defaultProtectedGetFn, "Accumulation texture.");
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endGroup( "Lighting" );
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addGroup( "Sound" );
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@ -203,7 +210,8 @@ U32 LevelInfo::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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sfxWrite( stream, mSoundAmbience );
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stream->writeInt( mSoundDistanceModel, 1 );
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stream->write(mAccuTextureName);
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return retMask;
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}
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@ -248,6 +256,8 @@ void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream)
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SFX->setDistanceModel( mSoundDistanceModel );
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}
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stream->read(&mAccuTextureName);
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setLevelAccuTexture(mAccuTextureName);
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}
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//-----------------------------------------------------------------------------
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@ -341,4 +351,25 @@ void LevelInfo::_onLMActivate(const char *lm, bool enable)
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lightMgr->getLightBinManager()->MRTLightmapsDuringPrePass(mAdvancedLightmapSupport);
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}
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#endif
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}
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bool LevelInfo::_setLevelAccuTexture(void *object, const char *index, const char *data)
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{
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LevelInfo* volume = reinterpret_cast< LevelInfo* >(object);
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volume->setLevelAccuTexture(data);
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return false;
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}
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void LevelInfo::setLevelAccuTexture(const String& name)
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{
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mAccuTextureName = name;
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if (isClientObject() && mAccuTextureName.isNotEmpty())
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{
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mAccuTexture.set(mAccuTextureName, &GFXDefaultStaticDiffuseProfile, "AccumulationVolume::mAccuTexture");
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if (mAccuTexture.isNull())
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Con::warnf("AccumulationVolume::setTexture - Unable to load texture: %s", mAccuTextureName.c_str());
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else
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gLevelAccuMap = mAccuTexture;
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}
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}
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