Merge pull request #310 from thecelloman/goodbyeDIF

Remove Interior Object format (DIF)
This commit is contained in:
David Wyand 2013-04-20 13:44:11 -07:00
commit 2dcc7f0247
99 changed files with 76 additions and 17318 deletions

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@ -44,7 +44,6 @@
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#include "shaderGen/HLSL/bumpHLSL.h"
#include "shaderGen/HLSL/pixSpecularHLSL.h"
#include "lighting/basic/blInteriorSystem.h"
#include "lighting/basic/blTerrainSystem.h"
#include "lighting/common/projectedShadow.h"
@ -95,10 +94,8 @@ BasicLightManager::BasicLightManager()
{
mTimer = PlatformTimer::create();
mInteriorSystem = new blInteriorSystem;
mTerrainSystem = new blTerrainSystem;
getSceneLightingInterface()->registerSystem( mInteriorSystem );
getSceneLightingInterface()->registerSystem( mTerrainSystem );
Con::addVariable( "$BasicLightManagerStats::activePlugins",
@ -152,7 +149,6 @@ BasicLightManager::~BasicLightManager()
SAFE_DELETE( mTimer );
SAFE_DELETE( mTerrainSystem );
SAFE_DELETE( mInteriorSystem );
}
bool BasicLightManager::isCompatible() const

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@ -44,7 +44,6 @@ class GFXShaderConstHandle;
class RenderPrePassMgr;
class PlatformTimer;
class blInteriorSystem;
class blTerrainSystem;
class BasicLightManager : public LightManager
@ -121,7 +120,6 @@ protected:
/// A timer used for tracking update time.
PlatformTimer *mTimer;
blInteriorSystem* mInteriorSystem;
blTerrainSystem* mTerrainSystem;
public:

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@ -1,57 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _BLINTERIOSYSTEM_H_
#define _BLINTERIOSYSTEM_H_
#ifndef _SCENELIGHTING_H_
#include "lighting/common/sceneLighting.h"
#endif
#ifndef _SG_SYSTEM_INTERFACE_H
#include "lighting/lightingInterfaces.h"
#endif
//
// Lighting system interface
//
class blInteriorSystem : public SceneLightingInterface
{
public:
static bool smUseVertexLighting;
virtual SceneLighting::ObjectProxy* createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects);
virtual PersistInfo::PersistChunk* createPersistChunk(const U32 chunkType);
virtual bool createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret);
virtual void init();
virtual U32 addObjectType();
virtual U32 addToClippingMask();
virtual void processLightingBegin();
virtual void processLightingCompleted(bool success);
// Given a ray, this will return the color from the lightmap of this object, return true if handled
virtual bool getColorFromRayInfo(RayInfo collision, ColorF& result);
};
#endif // !_BLINTERIOSYSTEM_H_

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@ -37,7 +37,7 @@
DepthSortList BlobShadow::smDepthSortList;
GFXTexHandle BlobShadow::smGenericShadowTexture = NULL;
S32 BlobShadow::smGenericShadowDim = 32;
U32 BlobShadow::smShadowMask = TerrainObjectType | InteriorObjectType;
U32 BlobShadow::smShadowMask = TerrainObjectType;
F32 BlobShadow::smGenericRadiusSkew = 0.4f; // shrink radius of shape when it always uses generic shadow...
Box3F gBlobShadowBox;

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@ -40,14 +40,6 @@
#include "core/stream/fileStream.h"
#include "core/crc.h"
//#define DUMP_LIGHTMAPS
#ifdef DUMP_LIGHTMAPS
#include "interior/interiorInstance.h"
#include "core/volume.h"
#endif
namespace
{
bool gTerminateLighting = false;
@ -394,23 +386,6 @@ void SceneLighting::sgSGObjectCompleteEvent(S32 object)
// only the last light does something
mLitObjects[object]->postLight(true);
#ifdef DUMP_LIGHTMAPS
InteriorInstance *interiorinst = dynamic_cast<InteriorInstance *>(mLitObjects[object]->getObject());
if(interiorinst)
{
Interior *detail = interiorinst->getDetailLevel(0);
for(U32 i=0; i<detail->mNormalLMapIndices.size(); i++)
{
GFXTexHandle normHandle = gInteriorLMManager.duplicateBaseLightmap(detail->getLMHandle(),
interiorinst->getLMHandle(), detail->getNormalLMapIndex(i));
GBitmap *normLightmap = normHandle->getBitmap();
FileStream output;
output.open(avar("lightmaps/lm_%d_%d.png", object, i), Torque::FS::File::Write);
normLightmap->writeBitmap("png",output);
}
}
#endif
/*ObjectProxy *obj = mLitObjects[object];
for(U32 i=0; i<mLights.size(); i++)

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@ -70,7 +70,6 @@ ShadowMapPass::ShadowMapPass(LightManager* lightManager, ShadowMapManager* shado
// Setup our render pass manager
mShadowRPM->addManager( new RenderMeshMgr(RenderPassManager::RIT_Mesh, 0.3f, 0.3f) );
mShadowRPM->addManager( new RenderMeshMgr( RenderPassManager::RIT_Interior, 0.4f, 0.4f ) );
//mShadowRPM->addManager( new RenderObjectMgr() );
mShadowRPM->addManager( new RenderTerrainMgr( 0.5f, 0.5f ) );
mShadowRPM->addManager( new RenderImposterMgr( 0.6f, 0.6f ) );
@ -231,7 +230,7 @@ void ShadowRenderPassManager::addInst( RenderInst *inst )
{
PROFILE_SCOPE(ShadowRenderPassManager_addInst);
if ( inst->type == RIT_Mesh || inst->type == RIT_Interior )
if ( inst->type == RIT_Mesh )
{
MeshRenderInst *meshRI = static_cast<MeshRenderInst*>( inst );
if ( !meshRI->matInst )