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Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
This commit is contained in:
commit
2dcc7f0247
99 changed files with 76 additions and 17318 deletions
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@ -44,7 +44,6 @@
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#include "shaderGen/HLSL/shaderFeatureHLSL.h"
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#include "shaderGen/HLSL/bumpHLSL.h"
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#include "shaderGen/HLSL/pixSpecularHLSL.h"
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#include "lighting/basic/blInteriorSystem.h"
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#include "lighting/basic/blTerrainSystem.h"
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#include "lighting/common/projectedShadow.h"
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@ -95,10 +94,8 @@ BasicLightManager::BasicLightManager()
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{
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mTimer = PlatformTimer::create();
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mInteriorSystem = new blInteriorSystem;
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mTerrainSystem = new blTerrainSystem;
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getSceneLightingInterface()->registerSystem( mInteriorSystem );
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getSceneLightingInterface()->registerSystem( mTerrainSystem );
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Con::addVariable( "$BasicLightManagerStats::activePlugins",
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@ -152,7 +149,6 @@ BasicLightManager::~BasicLightManager()
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SAFE_DELETE( mTimer );
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SAFE_DELETE( mTerrainSystem );
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SAFE_DELETE( mInteriorSystem );
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}
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bool BasicLightManager::isCompatible() const
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@ -44,7 +44,6 @@ class GFXShaderConstHandle;
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class RenderPrePassMgr;
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class PlatformTimer;
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class blInteriorSystem;
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class blTerrainSystem;
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class BasicLightManager : public LightManager
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@ -121,7 +120,6 @@ protected:
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/// A timer used for tracking update time.
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PlatformTimer *mTimer;
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blInteriorSystem* mInteriorSystem;
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blTerrainSystem* mTerrainSystem;
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public:
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File diff suppressed because it is too large
Load diff
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@ -1,57 +0,0 @@
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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 _BLINTERIOSYSTEM_H_
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#define _BLINTERIOSYSTEM_H_
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#ifndef _SCENELIGHTING_H_
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#include "lighting/common/sceneLighting.h"
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#endif
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#ifndef _SG_SYSTEM_INTERFACE_H
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#include "lighting/lightingInterfaces.h"
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#endif
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//
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// Lighting system interface
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//
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class blInteriorSystem : public SceneLightingInterface
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{
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public:
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static bool smUseVertexLighting;
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virtual SceneLighting::ObjectProxy* createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects);
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virtual PersistInfo::PersistChunk* createPersistChunk(const U32 chunkType);
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virtual bool createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret);
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virtual void init();
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virtual U32 addObjectType();
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virtual U32 addToClippingMask();
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virtual void processLightingBegin();
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virtual void processLightingCompleted(bool success);
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// Given a ray, this will return the color from the lightmap of this object, return true if handled
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virtual bool getColorFromRayInfo(RayInfo collision, ColorF& result);
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};
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#endif // !_BLINTERIOSYSTEM_H_
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@ -37,7 +37,7 @@
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DepthSortList BlobShadow::smDepthSortList;
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GFXTexHandle BlobShadow::smGenericShadowTexture = NULL;
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S32 BlobShadow::smGenericShadowDim = 32;
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U32 BlobShadow::smShadowMask = TerrainObjectType | InteriorObjectType;
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U32 BlobShadow::smShadowMask = TerrainObjectType;
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F32 BlobShadow::smGenericRadiusSkew = 0.4f; // shrink radius of shape when it always uses generic shadow...
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Box3F gBlobShadowBox;
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@ -40,14 +40,6 @@
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#include "core/stream/fileStream.h"
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#include "core/crc.h"
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//#define DUMP_LIGHTMAPS
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#ifdef DUMP_LIGHTMAPS
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#include "interior/interiorInstance.h"
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#include "core/volume.h"
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#endif
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namespace
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{
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bool gTerminateLighting = false;
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@ -394,23 +386,6 @@ void SceneLighting::sgSGObjectCompleteEvent(S32 object)
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// only the last light does something
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mLitObjects[object]->postLight(true);
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#ifdef DUMP_LIGHTMAPS
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InteriorInstance *interiorinst = dynamic_cast<InteriorInstance *>(mLitObjects[object]->getObject());
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if(interiorinst)
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{
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Interior *detail = interiorinst->getDetailLevel(0);
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for(U32 i=0; i<detail->mNormalLMapIndices.size(); i++)
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{
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GFXTexHandle normHandle = gInteriorLMManager.duplicateBaseLightmap(detail->getLMHandle(),
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interiorinst->getLMHandle(), detail->getNormalLMapIndex(i));
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GBitmap *normLightmap = normHandle->getBitmap();
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FileStream output;
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output.open(avar("lightmaps/lm_%d_%d.png", object, i), Torque::FS::File::Write);
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normLightmap->writeBitmap("png",output);
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}
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}
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#endif
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/*ObjectProxy *obj = mLitObjects[object];
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for(U32 i=0; i<mLights.size(); i++)
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@ -70,7 +70,6 @@ ShadowMapPass::ShadowMapPass(LightManager* lightManager, ShadowMapManager* shado
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// Setup our render pass manager
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mShadowRPM->addManager( new RenderMeshMgr(RenderPassManager::RIT_Mesh, 0.3f, 0.3f) );
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mShadowRPM->addManager( new RenderMeshMgr( RenderPassManager::RIT_Interior, 0.4f, 0.4f ) );
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//mShadowRPM->addManager( new RenderObjectMgr() );
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mShadowRPM->addManager( new RenderTerrainMgr( 0.5f, 0.5f ) );
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mShadowRPM->addManager( new RenderImposterMgr( 0.6f, 0.6f ) );
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@ -231,7 +230,7 @@ void ShadowRenderPassManager::addInst( RenderInst *inst )
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{
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PROFILE_SCOPE(ShadowRenderPassManager_addInst);
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if ( inst->type == RIT_Mesh || inst->type == RIT_Interior )
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if ( inst->type == RIT_Mesh )
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{
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MeshRenderInst *meshRI = static_cast<MeshRenderInst*>( inst );
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if ( !meshRI->matInst )
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