mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
SPECIAL NOTE: highly suggest https://github.com/GarageGames/Torque3D/pull/1441 or a variation thereof to prevent debug spew and false-postives for occlusion results. With significant research, development and prototyping assistance from both @andr3wmac (shaders and partial hook work), and @LuisAntonRebollo (additional culling) System operates as follows: 1) materials are given an additional castDynamicShadows boolean entry. (Default at time of writing is true by request. Personal usage at time of writing defaults to false. value is default-initialized in materialDefinition.cpp. script/gui exposed) 2) lights are given a staticRefreshFreq and dynamicRefreshFreq (in milliseconds). script/gui exposed 3) materials are (effectively) sorted into dynamic and static shadowmap render lists based on flag. (see shadowMapPass.cpp) 4) initial shadowmaps are generated for each light and 'list'. 5) as each refreshFreq times out, the relevant shadowmap for a given light is refreshed. Special notes: dynamicRefreshFreq for all lights is set to a (script exposed) 8MS refresh timer. StaticRefreshFreq for the lions share of lights defaults to 250 MS (1/4 of a second) scattersky's embedded light, which is intended to operate in a mobile manner, defaults to 8 to reiterate, these are all customizable per-light via script/inspector gui in the case of alternate project needs.
138 lines
3.9 KiB
C++
138 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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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 _LIGHTBASE_H_
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#define _LIGHTBASE_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _LIGHTINFO_H_
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#include "lighting/lightInfo.h"
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#endif
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#ifndef _ITICKABLE_H_
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#include "core/iTickable.h"
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#endif
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#ifndef _LIGHTFLAREDATA_H_
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#include "T3D/lightFlareData.h"
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#endif
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#ifndef _LIGHTANIMDATA_H_
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#include "T3D/lightAnimData.h"
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#endif
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class LightAnimData;
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class LightBase : public SceneObject, public ISceneLight, public virtual ITickable
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{
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typedef SceneObject Parent;
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friend class LightAnimData;
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friend class LightFlareData;
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protected:
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bool mIsEnabled;
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ColorF mColor;
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F32 mBrightness;
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bool mCastShadows;
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S32 mStaticRefreshFreq;
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S32 mDynamicRefreshFreq;
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F32 mPriority;
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LightInfo *mLight;
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LightAnimData *mAnimationData;
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LightAnimState mAnimState;
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LightFlareData *mFlareData;
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LightFlareState mFlareState;
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F32 mFlareScale;
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static bool smRenderViz;
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virtual void _conformLights() {}
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void _onRenderViz( ObjectRenderInst *ri,
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SceneRenderState *state,
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BaseMatInstance *overrideMat );
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virtual void _renderViz( SceneRenderState *state ) {}
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enum LightMasks
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{
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InitialUpdateMask = Parent::NextFreeMask,
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EnabledMask = Parent::NextFreeMask << 1,
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TransformMask = Parent::NextFreeMask << 2,
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UpdateMask = Parent::NextFreeMask << 3,
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DatablockMask = Parent::NextFreeMask << 4,
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NextFreeMask = Parent::NextFreeMask << 5
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};
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// SimObject.
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virtual void _onSelected();
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virtual void _onUnselected();
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public:
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LightBase();
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virtual ~LightBase();
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// SimObject
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virtual bool onAdd();
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virtual void onRemove();
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// ConsoleObject
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void inspectPostApply();
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static void initPersistFields();
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DECLARE_CONOBJECT(LightBase);
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// NetObject
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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void unpackUpdate( NetConnection *conn, BitStream *stream );
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// ISceneLight
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virtual void submitLights( LightManager *lm, bool staticLighting );
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virtual LightInfo* getLight() { return mLight; }
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// SceneObject
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virtual void setTransform( const MatrixF &mat );
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virtual void prepRenderImage( SceneRenderState *state );
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// ITickable
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virtual void interpolateTick( F32 delta );
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virtual void processTick();
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virtual void advanceTime( F32 timeDelta );
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/// Toggles the light on and off.
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void setLightEnabled( bool enabled );
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bool getLightEnabled() { return mIsEnabled; };
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/// Animate the light.
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virtual void pauseAnimation( void );
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virtual void playAnimation( void );
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virtual void playAnimation( LightAnimData *animData );
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};
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#endif // _LIGHTBASE_H_
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