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https://github.com/TorqueGameEngines/Torque3D.git
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all DECLARE_IMAGEASSET refactored
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parent
24b374f545
commit
fa8110ce8f
44 changed files with 248 additions and 306 deletions
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@ -102,8 +102,6 @@ LevelInfo::LevelInfo()
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mAdvancedLightmapSupport = true;
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INIT_ASSET(AccuTexture);
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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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LightManager::smActivateSignal.notify(this, &LevelInfo::_onLMActivate, 0.01f);
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@ -114,9 +112,8 @@ LevelInfo::LevelInfo()
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LevelInfo::~LevelInfo()
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{
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LightManager::smActivateSignal.remove(this, &LevelInfo::_onLMActivate);
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if (!mAccuTexture.isNull())
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if (!mAccuTextureAsset.isNull())
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{
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mAccuTexture.free();
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gLevelAccuMap.free();
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}
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}
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@ -174,7 +171,7 @@ 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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INITPERSISTFIELD_IMAGEASSET(AccuTexture, LevelInfo, "Accumulation texture.");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(AccuTexture, LevelInfo, "Accumulation texture.");
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endGroup( "Lighting" );
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@ -224,7 +221,7 @@ 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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PACK_ASSET(conn, AccuTexture);
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PACK_ASSET_REFACTOR(conn, AccuTexture);
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return retMask;
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}
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@ -273,8 +270,8 @@ void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream)
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SFX->setDistanceModel( mSoundDistanceModel );
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}
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UNPACK_ASSET(conn, AccuTexture);
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setLevelAccuTexture(getAccuTexture());
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UNPACK_ASSET_REFACTOR(conn, AccuTexture);
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setLevelAccuTexture();
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}
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//-----------------------------------------------------------------------------
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@ -370,24 +367,12 @@ void LevelInfo::_onLMActivate(const char *lm, bool enable)
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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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void LevelInfo::setLevelAccuTexture()
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{
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LevelInfo* volume = reinterpret_cast< LevelInfo* >(object);
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volume->setLevelAccuTexture(StringTable->insert(data));
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return false;
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}
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void LevelInfo::setLevelAccuTexture(StringTableEntry name)
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{
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_setAccuTexture(name);
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if (isClientObject() && getAccuTexture() != StringTable->EmptyString())
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if (isClientObject() && mAccuTextureAsset.notNull())
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{
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if (mAccuTexture.isNull())
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Con::warnf("AccumulationVolume::setTexture - Unable to load texture: %s", getAccuTexture());
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else
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gLevelAccuMap = mAccuTexture;
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gLevelAccuMap = getAccuTexture();
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}
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AccumulationVolume::refreshVolumes();
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}
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