mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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61 lines
2.2 KiB
C++
61 lines
2.2 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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#include "lighting/common/lightMapParams.h"
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#include "core/stream/bitStream.h"
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const LightInfoExType LightMapParams::Type( "LightMapParams" );
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LightMapParams::LightMapParams( LightInfo *light ) :
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representedInLightmap(false),
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includeLightmappedGeometryInShadow(false),
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shadowDarkenColor(0.0f, 0.0f, 0.0f, -1.0f)
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{
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}
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LightMapParams::~LightMapParams()
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{
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}
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void LightMapParams::set( const LightInfoEx *ex )
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{
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// TODO: Do we even need this?
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}
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void LightMapParams::packUpdate( BitStream *stream ) const
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{
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stream->writeFlag(representedInLightmap);
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stream->writeFlag(includeLightmappedGeometryInShadow);
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stream->write(shadowDarkenColor);
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}
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void LightMapParams::unpackUpdate( BitStream *stream )
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{
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representedInLightmap = stream->readFlag();
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includeLightmappedGeometryInShadow = stream->readFlag();
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stream->read(&shadowDarkenColor);
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// Always make sure that the alpha value of the shadowDarkenColor is -1.0
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shadowDarkenColor.alpha = -1.0f;
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} |