Torque3D/Engine/source/T3D/lightFlareData.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

143 lines
4.2 KiB
C++

//-----------------------------------------------------------------------------
// 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 _LIGHTFLAREDATA_H_
#define _LIGHTFLAREDATA_H_
#ifndef _SIMDATABLOCK_H_
#include "console/simDatablock.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _CONSOLETYPES_H_
#include "console/consoleTypes.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
#ifndef _GFXOCCLUSIONQUERY_H_
#include "gfx/gfxOcclusionQuery.h"
#endif
#include "T3D/assets/ImageAsset.h"
class LightInfo;
struct ObjectRenderInst;
class SceneRenderState;
class BaseMatInstance;
struct LightFlareState
{
~LightFlareState();
void clear();
/// Object calling LightFlareData::prepRender fills these in!
F32 scale;
F32 fullBrightness;
MatrixF lightMat;
LightInfo *lightInfo;
F32 worldRadius;
/// Used internally by LightFlareData!
U32 visChangedTime;
bool visible;
F32 occlusion;
GFXVertexBufferHandle<GFXVertexPCT> vertBuffer;
GFXOcclusionQueryHandle occlusionQuery;
GFXOcclusionQueryHandle fullPixelQuery;
};
class LightFlareData : public SimDataBlock
{
typedef SimDataBlock Parent;
#define MAX_ELEMENTS 20
public:
LightFlareData();
virtual ~LightFlareData();
DECLARE_CONOBJECT( LightFlareData );
static void initPersistFields();
virtual void inspectPostApply();
// SimDataBlock
virtual bool preload( bool server, String &errorStr );
virtual void packData( BitStream *stream );
virtual void unpackData( BitStream *stream );
/// Submits render instances for corona and flare effects.
void prepRender( SceneRenderState *state, LightFlareState *flareState );
protected:
bool _testVisibility( const SceneRenderState *state, LightFlareState *flareState,
U32 *outVisDelta, F32 *outOcclusionFade, Point3F *outLightPosSS );
bool _preload( bool server, String &errorStr );
void _makePrimBuffer( GFXPrimitiveBufferHandle *pb, U32 count );
void _renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
void onImageChanged() {}
protected:
static const U32 LosMask;
static const U32 FadeOutTime = 20;
static const U32 FadeInTime = 125;
static Point3F sBasePoints[4];
// Fields...
F32 mScale;
bool mFlareEnabled;
DECLARE_IMAGEASSET(LightFlareData, FlareTexture, onImageChanged, GFXStaticTextureSRGBProfile);
DECLARE_IMAGEASSET_SETGET(LightFlareData, FlareTexture);
F32 mOcclusionRadius;
bool mRenderReflectPass;
RectF mElementRect[MAX_ELEMENTS];
F32 mElementDist[MAX_ELEMENTS];
F32 mElementScale[MAX_ELEMENTS];
LinearColorF mElementTint[MAX_ELEMENTS];
bool mElementRotate[MAX_ELEMENTS];
bool mElementUseLightColor[MAX_ELEMENTS];
protected:
U32 mElementCount;
GFXPrimitiveBufferHandle mFlarePrimBuffer;
};
#endif // _LIGHTFLAREDATA_H_