Torque3D/Engine/source/afx/ea/afxEA_PointLight_T3D.cpp
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

289 lines
7.8 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include <typeinfo>
#include "afx/arcaneFX.h"
#include "T3D/pointLight.h"
#include "afx/ce/afxPointLight_T3D.h"
#include "afx/afxEffectDefs.h"
#include "afx/afxEffectWrapper.h"
#include "afx/afxChoreographer.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxEA_T3DPointLight
class PointLightProxy;
class afxEA_T3DPointLight : public afxEffectWrapper
{
typedef afxEffectWrapper Parent;
afxT3DPointLightData* light_data;
PointLightProxy* light;
void do_runtime_substitutions();
public:
/*C*/ afxEA_T3DPointLight();
/*D*/ ~afxEA_T3DPointLight();
void ea_set_datablock(SimDataBlock*) override;
bool ea_start() override;
bool ea_update(F32 dt) override;
void ea_finish(bool was_stopped) override;
void ea_set_scope_status(bool flag) override;
void onDeleteNotify(SimObject*) override;
void getBaseColor(LinearColorF& color) override;
bool ea_is_enabled() override { return true; }
};
//~~~~~~~~~~~~~~~~~~~~//
class PointLightProxy : public PointLight
{
F32 mFade_amt;
public:
PointLightProxy() { mFade_amt = 1.0f; }
void force_ghost()
{
mNetFlags.clear(Ghostable | ScopeAlways);
mNetFlags.set(IsGhost);
}
void setFadeAmount(F32 fade_amt)
{
mFade_amt = fade_amt;
mLight->setBrightness(mBrightness*fade_amt);
}
void updateTransform(const MatrixF& xfm)
{
mLight->setTransform(xfm);
LightBase::setTransform(xfm);
}
void initWithDataBlock(const afxT3DPointLightData* db)
{
mRadius = db->mRadius;
mColor = db->mColor;
mBrightness = db->mBrightness;
mCastShadows = db->mCastShadows;
mPriority = db->mPriority;
mFlareData = db->mFlareData;
mAnimationData = db->mAnimationData;
mAnimState.active = (mAnimationData != 0);
mLocalRenderViz = db->mLocalRenderViz;
mLight->setType( LightInfo::Point );
mLight->setBrightness( db->mBrightness );
mLight->setRange( db->mRadius );
mLight->setColor( db->mColor );
mLight->setCastShadows( db->mCastShadows );
mLight->setPriority( db->mPriority );
// Update the bounds and scale to fit our light.
mObjBox.minExtents.set( -1, -1, -1 );
mObjBox.maxExtents.set( 1, 1, 1 );
mObjScale.set( db->mRadius, db->mRadius, db->mRadius );
//_conformLights();
}
void setLiveColor(const LinearColorF& live_color)
{
mLight->setColor(live_color);
}
void submitLights(LightManager* lm, bool staticLighting) override
{
if (mAnimState.active && mAnimationData && mFade_amt < 1.0f)
{
F32 mBrightness_save = mBrightness;
mBrightness *= mFade_amt;
PointLight::submitLights(lm, staticLighting);
mBrightness = mBrightness_save;
return;
}
PointLight::submitLights(lm, staticLighting);
}
};
//~~~~~~~~~~~~~~~~~~~~//
afxEA_T3DPointLight::afxEA_T3DPointLight()
{
light_data = 0;
light = 0;
}
afxEA_T3DPointLight::~afxEA_T3DPointLight()
{
if (light)
light->deleteObject();
if (light_data && light_data->isTempClone())
delete light_data;
light_data = 0;
}
void afxEA_T3DPointLight::ea_set_datablock(SimDataBlock* db)
{
light_data = dynamic_cast<afxT3DPointLightData*>(db);
}
bool afxEA_T3DPointLight::ea_start()
{
if (!light_data)
{
Con::errorf("afxEA_T3DPointLight::ea_start() -- missing or incompatible datablock.");
return false;
}
do_runtime_substitutions();
// create and register effect
light = new PointLightProxy();
light->force_ghost();
if (!light->registerObject())
{
delete light;
light = 0;
Con::errorf("afxEA_T3DPointLight::ea_update() -- effect failed to register.");
return false;
}
deleteNotify(light);
light->initWithDataBlock(light_data);
return true;
}
bool afxEA_T3DPointLight::ea_update(F32 dt)
{
if (light)
{
#if 0 // AFX_T3D_DISABLED
// With sgLightObject lights, the following code block would hook
// the constraint object up to the light in case the light was
// configured to exclude it from flare occusions. The code remains
// here in case we need to implement the same feature for T3D light.
afxConstraint* pos_cons = getPosConstraint();
SceneObject* cons_obj = (pos_cons) ? pos_cons->getSceneObject() : 0;
light->setConstraintObject(cons_obj);
#endif
light->setLiveColor(mUpdated_color);
if (mDo_fades)
light->setFadeAmount(mFade_value*mUpdated_scale.x);
light->updateTransform(mUpdated_xfm);
// scale should not be updated this way. It messes up the culling.
//light->setScale(updated_scale);
}
return true;
}
void afxEA_T3DPointLight::ea_finish(bool was_stopped)
{
if (light)
{
light->deleteObject();
light = 0;
}
}
void afxEA_T3DPointLight::ea_set_scope_status(bool in_scope)
{
if (light)
light->setLightEnabled(in_scope);
}
void afxEA_T3DPointLight::onDeleteNotify(SimObject* obj)
{
if (light == dynamic_cast<PointLight*>(obj))
light = 0;
Parent::onDeleteNotify(obj);
}
void afxEA_T3DPointLight::getBaseColor(LinearColorF& color)
{
if (light_data)
color = light_data->mColor;
}
void afxEA_T3DPointLight::do_runtime_substitutions()
{
// only clone the datablock if there are substitutions
if (light_data->getSubstitutionCount() > 0)
{
// clone the datablock and perform substitutions
afxT3DPointLightData* orig_db = light_data;
light_data = new afxT3DPointLightData(*orig_db, true);
orig_db->performSubstitutions(light_data, mChoreographer, mGroup_index);
}
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
class afxEA_T3DPointLightDesc : public afxEffectAdapterDesc, public afxEffectDefs
{
static afxEA_T3DPointLightDesc desc;
public:
bool testEffectType(const SimDataBlock*) const override;
bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const override;
bool runsOnServer(const afxEffectWrapperData*) const override { return false; }
bool runsOnClient(const afxEffectWrapperData*) const override { return true; }
afxEffectWrapper* create() const override { return new afxEA_T3DPointLight; }
};
afxEA_T3DPointLightDesc afxEA_T3DPointLightDesc::desc;
bool afxEA_T3DPointLightDesc::testEffectType(const SimDataBlock* db) const
{
return (typeid(afxT3DPointLightData) == typeid(*db));
}
bool afxEA_T3DPointLightDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
{
return (timing.lifetime < 0);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//