mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
500 lines
15 KiB
C++
500 lines
15 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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
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#include "T3D/lightBase.h"
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#include "console/consoleTypes.h"
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#include "console/typeValidators.h"
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#include "core/stream/bitStream.h"
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#include "sim/netConnection.h"
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#include "lighting/lightManager.h"
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#include "lighting/shadowMap/lightShadowMap.h"
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#include "scene/sceneRenderState.h"
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#include "renderInstance/renderPassManager.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDrawUtil.h"
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extern bool gEditingMission;
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bool LightBase::smRenderViz = false;
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IMPLEMENT_CONOBJECT( LightBase );
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ConsoleDocClass( LightBase,
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"@brief This is the base class for light objects.\n\n"
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"It is *NOT* intended to be used directly in script, but exists to provide the base member variables "
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"and generic functionality. You should be using the derived classes PointLight and SpotLight, which "
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"can be declared in TorqueScript or added from the World Editor.\n\n"
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"For this class, we only add basic lighting options that all lighting systems would use. "
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"The specific lighting system options are injected at runtime by the lighting system itself.\n\n"
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"@see PointLight\n\n"
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"@see SpotLight\n\n"
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"@ingroup Lighting\n"
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);
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LightBase::LightBase()
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: mIsEnabled( true ),
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mColor( LinearColorF::WHITE ),
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mBrightness( 1.0f ),
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mCastShadows( false ),
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mStaticRefreshFreq( 250 ),
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mDynamicRefreshFreq( 8 ),
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mPriority( 1.0f ),
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mAnimationData( NULL ),
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mFlareData( NULL ),
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mFlareScale( 1.0f )
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{
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mNetFlags.set( Ghostable | ScopeAlways );
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mTypeMask = LightObjectType;
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mLight = LightManager::createLightInfo();
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mFlareState.clear();
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mLocalRenderViz = false;
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}
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LightBase::~LightBase()
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{
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SAFE_DELETE( mLight );
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}
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void LightBase::initPersistFields()
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{
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// We only add the basic lighting options that all lighting
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// systems would use... the specific lighting system options
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// are injected at runtime by the lighting system itself.
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addGroup( "Light" );
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addField( "isEnabled", TypeBool, Offset( mIsEnabled, LightBase ), "Enables/Disables the object rendering and functionality in the scene." );
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addField( "color", TypeColorF, Offset( mColor, LightBase ), "Changes the base color hue of the light." );
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addField( "brightness", TypeF32, Offset( mBrightness, LightBase ), "Adjusts the lights power, 0 being off completely." );
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addField( "castShadows", TypeBool, Offset( mCastShadows, LightBase ), "Enables/disabled shadow casts by this light." );
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//addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightBase ), "static shadow refresh rate (milliseconds)" );
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//addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightBase ), "dynamic shadow refresh rate (milliseconds)");
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addField( "priority", TypeF32, Offset( mPriority, LightBase ), "Used for sorting of lights by the light manager. "
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"Priority determines if a light has a stronger effect than, those with a lower value" );
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endGroup( "Light" );
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addGroup( "Light Animation" );
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addField( "animate", TypeBool, Offset( mAnimState.active, LightBase ), "Toggles animation for the light on and off" );
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addField( "animationType", TYPEID< LightAnimData >(), Offset( mAnimationData, LightBase ), "Datablock containing light animation information (LightAnimData)" );
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addFieldV( "animationPeriod", TypeF32, Offset( mAnimState.animationPeriod, LightBase ), &CommonValidators::PositiveNonZeroFloat, "The length of time in seconds for a single playback of the light animation (must be > 0)" );
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addField( "animationPhase", TypeF32, Offset( mAnimState.animationPhase, LightBase ), "The phase used to offset the animation start time to vary the animation of nearby lights." );
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endGroup( "Light Animation" );
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addGroup( "Misc" );
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addField( "flareType", TYPEID< LightFlareData >(), Offset( mFlareData, LightBase ), "Datablock containing light flare information (LightFlareData)" );
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addField( "flareScale", TypeF32, Offset( mFlareScale, LightBase ), "Globally scales all features of the light flare" );
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endGroup( "Misc" );
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// Now inject any light manager specific fields.
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LightManager::initLightFields();
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// We do the parent fields at the end so that
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// they show up that way in the inspector.
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Parent::initPersistFields();
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Con::addVariable( "$Light::renderViz", TypeBool, &smRenderViz,
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"Toggles visualization of light object's radius or cone.\n"
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"@ingroup Lighting");
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Con::addVariable( "$Light::renderLightFrustums", TypeBool, &LightShadowMap::smDebugRenderFrustums,
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"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
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"@note Only works for shadow mapped lights.\n\n"
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"@ingroup Lighting" );
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}
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bool LightBase::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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// Update the light parameters.
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_conformLights();
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addToScene();
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return true;
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}
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void LightBase::onRemove()
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{
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removeFromScene();
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Parent::onRemove();
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}
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void LightBase::submitLights( LightManager *lm, bool staticLighting )
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{
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if ( !mIsEnabled || staticLighting )
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return;
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if ( mAnimState.active &&
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mAnimState.animationPeriod > 0.0f &&
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mAnimationData )
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{
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mAnimState.brightness = mBrightness;
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mAnimState.transform = getRenderTransform();
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mAnimState.color = mColor;
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mAnimationData->animate( mLight, &mAnimState );
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}
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lm->registerGlobalLight( mLight, this );
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}
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void LightBase::inspectPostApply()
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{
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// We do not call the parent here as it
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// will call setScale() and screw up the
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// real sizing fields on the light.
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// Ok fine... then we must set MountedMask ourself.
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_conformLights();
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setMaskBits( EnabledMask | UpdateMask | TransformMask | DatablockMask | MountedMask );
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}
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void LightBase::setTransform( const MatrixF &mat )
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{
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setMaskBits( TransformMask );
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Parent::setTransform( mat );
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}
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void LightBase::prepRenderImage( SceneRenderState *state )
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{
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if ( mIsEnabled && mFlareData )
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{
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mFlareState.fullBrightness = mBrightness;
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mFlareState.scale = mFlareScale;
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mFlareState.lightInfo = mLight;
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mFlareState.lightMat = getRenderTransform();
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mFlareData->prepRender( state, &mFlareState );
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}
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if ( !state->isDiffusePass() )
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return;
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const bool isSelectedInEditor = ( gEditingMission && isSelected() );
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// If the light is selected or light visualization
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// is enabled then register the callback.
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if ( mLocalRenderViz || smRenderViz || isSelectedInEditor )
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{
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind( this, &LightBase::_onRenderViz );
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ri->type = RenderPassManager::RIT_Editor;
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state->getRenderPass()->addInst( ri );
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}
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}
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void LightBase::_onRenderViz( ObjectRenderInst *ri,
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SceneRenderState *state,
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BaseMatInstance *overrideMat )
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{
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if ( overrideMat )
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return;
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_renderViz( state );
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}
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void LightBase::_onSelected()
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{
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#ifdef TORQUE_DEBUG
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// Enable debug rendering on the light.
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if( isClientObject() )
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mLight->enableDebugRendering( true );
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#endif
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Parent::_onSelected();
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}
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void LightBase::_onUnselected()
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{
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#ifdef TORQUE_DEBUG
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// Disable debug rendering on the light.
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if( isClientObject() )
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mLight->enableDebugRendering( false );
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#endif
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Parent::_onUnselected();
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}
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void LightBase::interpolateTick( F32 delta )
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{
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}
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void LightBase::processTick()
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{
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}
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void LightBase::advanceTime( F32 timeDelta )
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{
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if ( isMounted() )
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{
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MatrixF mat( true );
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mMount.object->getRenderMountTransform( 0.f, mMount.node, mMount.xfm, &mat );
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mLight->setTransform( mat );
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Parent::setTransform( mat );
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}
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}
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U32 LightBase::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
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{
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U32 retMask = Parent::packUpdate( conn, mask, stream );
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stream->writeFlag( mIsEnabled );
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if ( stream->writeFlag( mask & TransformMask ) )
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stream->writeAffineTransform( mObjToWorld );
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if ( stream->writeFlag( mask & UpdateMask ) )
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{
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stream->write( mColor );
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stream->write( mBrightness );
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stream->writeFlag( mCastShadows );
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stream->write(mStaticRefreshFreq);
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stream->write(mDynamicRefreshFreq);
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stream->write( mPriority );
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mLight->packExtended( stream );
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stream->writeFlag( mAnimState.active );
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stream->write( mAnimState.animationPeriod );
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stream->write( mAnimState.animationPhase );
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stream->write( mFlareScale );
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}
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if ( stream->writeFlag( mask & DatablockMask ) )
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{
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if ( stream->writeFlag( mAnimationData ) )
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{
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stream->writeRangedU32( mAnimationData->getId(),
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DataBlockObjectIdFirst,
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DataBlockObjectIdLast );
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}
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if ( stream->writeFlag( mFlareData ) )
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{
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stream->writeRangedU32( mFlareData->getId(),
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DataBlockObjectIdFirst,
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DataBlockObjectIdLast );
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}
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}
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return retMask;
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}
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void LightBase::unpackUpdate( NetConnection *conn, BitStream *stream )
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{
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Parent::unpackUpdate( conn, stream );
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mIsEnabled = stream->readFlag();
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if ( stream->readFlag() ) // TransformMask
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stream->readAffineTransform( &mObjToWorld );
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if ( stream->readFlag() ) // UpdateMask
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{
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stream->read( &mColor );
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stream->read( &mBrightness );
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mCastShadows = stream->readFlag();
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stream->read(&mStaticRefreshFreq);
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stream->read(&mDynamicRefreshFreq);
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stream->read( &mPriority );
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mLight->unpackExtended( stream );
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mAnimState.active = stream->readFlag();
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stream->read( &mAnimState.animationPeriod );
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stream->read( &mAnimState.animationPhase );
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stream->read( &mFlareScale );
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}
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if ( stream->readFlag() ) // DatablockMask
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{
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if ( stream->readFlag() )
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{
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SimObjectId id = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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LightAnimData *datablock = NULL;
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if ( Sim::findObject( id, datablock ) )
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mAnimationData = datablock;
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else
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{
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conn->setLastError( "Light::unpackUpdate() - invalid LightAnimData!" );
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mAnimationData = NULL;
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}
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}
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else
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mAnimationData = NULL;
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if ( stream->readFlag() )
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{
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SimObjectId id = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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LightFlareData *datablock = NULL;
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if ( Sim::findObject( id, datablock ) )
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mFlareData = datablock;
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else
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{
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conn->setLastError( "Light::unpackUpdate() - invalid LightCoronaData!" );
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mFlareData = NULL;
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}
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}
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else
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mFlareData = NULL;
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}
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if ( isProperlyAdded() )
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_conformLights();
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}
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void LightBase::setLightEnabled( bool enabled )
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{
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if ( mIsEnabled != enabled )
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{
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mIsEnabled = enabled;
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setMaskBits( EnabledMask );
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}
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}
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DefineEngineMethod( LightBase, setLightEnabled, void, ( bool state ),,
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"@brief Toggles the light on and off\n\n"
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"@param state Turns the light on (true) or off (false)\n"
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"@tsexample\n"
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"// Disable the light\n"
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"CrystalLight.setLightEnabled(false);\n\n"
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"// Renable the light\n"
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"CrystalLight.setLightEnabled(true);\n"
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"@endtsexample\n\n"
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)
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{
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object->setLightEnabled( state );
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}
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//ConsoleMethod( LightBase, setLightEnabled, void, 3, 3, "( bool enabled )\t"
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// "Toggles the light on and off." )
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//{
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// object->setLightEnabled( dAtob( argv[2] ) );
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//}
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static ConsoleDocFragment _lbplayAnimation1(
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"@brief Plays the light animation assigned to this light with the existing LightAnimData datablock.\n\n"
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"@tsexample\n"
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"// Play the animation assigned to this light\n"
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"CrystalLight.playAnimation();\n"
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"@endtsexample\n\n",
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"LightBase",
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"void playAnimation();"
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);
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static ConsoleDocFragment _lbplayAnimation2(
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"@brief Plays the light animation on this light using a new LightAnimData. If no LightAnimData "
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"is passed the existing one is played.\n\n"
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"@param anim Name of the LightAnimData datablock to be played\n\n"
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"@tsexample\n"
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"// Play the animation using a new LightAnimData datablock\n"
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"CrystalLight.playAnimation(SubtlePulseLightAnim);\n"
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"@endtsexample\n\n",
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"LightBase",
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"void playAnimation(LightAnimData anim);"
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);
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DefineEngineMethod( LightBase, playAnimation, void, (const char * anim), (""), "( [LightAnimData anim] )\t"
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"Plays a light animation on the light. If no LightAnimData is passed the "
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"existing one is played."
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"@hide")
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{
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if ( String::isEmpty(anim) )
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{
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object->playAnimation();
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return;
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}
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LightAnimData *animData;
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if ( !Sim::findObject( anim, animData ) )
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{
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Con::errorf( "LightBase::playAnimation() - Invalid LightAnimData '%s'.", anim );
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return;
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}
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// Play Animation.
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object->playAnimation( animData );
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}
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void LightBase::playAnimation( void )
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{
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if ( !mAnimState.active )
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{
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mAnimState.active = true;
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setMaskBits( UpdateMask );
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}
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}
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void LightBase::playAnimation( LightAnimData *animData )
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{
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// Play Animation.
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playAnimation();
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// Update Datablock?
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if ( mAnimationData != animData )
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{
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mAnimationData = animData;
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setMaskBits( DatablockMask );
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}
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}
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DefineEngineMethod( LightBase, pauseAnimation, void, (), , "Stops the light animation." )
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{
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object->pauseAnimation();
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}
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void LightBase::pauseAnimation( void )
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{
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if ( mAnimState.active )
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{
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mAnimState.active = false;
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setMaskBits( UpdateMask );
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}
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}
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