mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
231 lines
7.1 KiB
C++
231 lines
7.1 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.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "platform/platform.h"
|
|
#include "lighting/basic/basicSceneObjectLightingPlugin.h"
|
|
|
|
#include "lighting/lightManager.h"
|
|
#include "lighting/shadowMap/shadowMapPass.h"
|
|
#include "lighting/shadowMap/shadowMapManager.h"
|
|
#include "lighting/common/projectedShadow.h"
|
|
#include "T3D/shapeBase.h"
|
|
#include "gfx/gfxDevice.h"
|
|
#include "gfx/gfxTransformSaver.h"
|
|
#include "ts/tsRenderState.h"
|
|
#include "gfx/sim/cubemapData.h"
|
|
#include "scene/reflector.h"
|
|
#include "T3D/decal/decalManager.h"
|
|
#include "core/module.h"
|
|
|
|
|
|
MODULE_BEGIN( BasicSceneObjectLightingPlugin )
|
|
|
|
MODULE_INIT
|
|
{
|
|
BasicSceneObjectPluginFactory::createSingleton();
|
|
}
|
|
|
|
MODULE_SHUTDOWN
|
|
{
|
|
BasicSceneObjectPluginFactory::deleteSingleton();
|
|
}
|
|
|
|
MODULE_END;
|
|
|
|
|
|
static const U32 shadowObjectTypeMask = PlayerObjectType | CorpseObjectType | ItemObjectType | VehicleObjectType;
|
|
Vector<BasicSceneObjectLightingPlugin*> BasicSceneObjectLightingPlugin::smPluginInstances( __FILE__, __LINE__ );
|
|
|
|
BasicSceneObjectLightingPlugin::BasicSceneObjectLightingPlugin(SceneObject* parent)
|
|
: mParentObject( parent )
|
|
{
|
|
mShadow = NULL;
|
|
|
|
// Stick us on the list.
|
|
smPluginInstances.push_back( this );
|
|
}
|
|
|
|
BasicSceneObjectLightingPlugin::~BasicSceneObjectLightingPlugin()
|
|
{
|
|
SAFE_DELETE( mShadow );
|
|
|
|
// Delete us from the list.
|
|
smPluginInstances.remove( this );
|
|
}
|
|
|
|
void BasicSceneObjectLightingPlugin::reset()
|
|
{
|
|
SAFE_DELETE( mShadow );
|
|
}
|
|
|
|
void BasicSceneObjectLightingPlugin::cleanupPluginInstances()
|
|
{
|
|
for (U32 i = 0; i < smPluginInstances.size(); i++)
|
|
{
|
|
BasicSceneObjectLightingPlugin *plug = smPluginInstances[i];
|
|
smPluginInstances.remove( plug );
|
|
delete plug;
|
|
i--;
|
|
}
|
|
|
|
smPluginInstances.clear();
|
|
}
|
|
|
|
void BasicSceneObjectLightingPlugin::resetAll()
|
|
{
|
|
for( U32 i = 0, num = smPluginInstances.size(); i < num; ++ i )
|
|
smPluginInstances[ i ]->reset();
|
|
}
|
|
|
|
const F32 BasicSceneObjectLightingPlugin::getScore() const
|
|
{
|
|
return mShadow ? mShadow->getScore() : 0.0f;
|
|
}
|
|
|
|
void BasicSceneObjectLightingPlugin::updateShadow( SceneRenderState *state )
|
|
{
|
|
if ( !mShadow )
|
|
mShadow = new ProjectedShadow( mParentObject );
|
|
|
|
mShadow->update( state );
|
|
}
|
|
|
|
void BasicSceneObjectLightingPlugin::renderShadow( SceneRenderState *state )
|
|
{
|
|
// hack until new scenegraph in place
|
|
GFXTransformSaver ts;
|
|
|
|
TSRenderState rstate;
|
|
rstate.setSceneState(state);
|
|
|
|
F32 camDist = (state->getCameraPosition() - mParentObject->getRenderPosition()).len();
|
|
|
|
// Make sure the shadow wants to be rendered
|
|
if( mShadow->shouldRender( state ) )
|
|
{
|
|
// Render! (and note the time)
|
|
mShadow->render( camDist, rstate );
|
|
}
|
|
}
|
|
|
|
BasicSceneObjectPluginFactory::BasicSceneObjectPluginFactory()
|
|
: mEnabled( false )
|
|
{
|
|
LightManager::smActivateSignal.notify( this, &BasicSceneObjectPluginFactory::_onLMActivate );
|
|
|
|
ShadowMapManager::smShadowDeactivateSignal.notify( this, &BasicSceneObjectPluginFactory::_setEnabled );
|
|
}
|
|
|
|
BasicSceneObjectPluginFactory::~BasicSceneObjectPluginFactory()
|
|
{
|
|
LightManager::smActivateSignal.remove( this, &BasicSceneObjectPluginFactory::_onLMActivate );
|
|
|
|
ShadowMapManager::smShadowDeactivateSignal.remove( this, &BasicSceneObjectPluginFactory::_setEnabled );
|
|
}
|
|
|
|
void BasicSceneObjectPluginFactory::_onLMActivate( const char *lm, bool enable )
|
|
{
|
|
_setEnabled();
|
|
}
|
|
|
|
void BasicSceneObjectPluginFactory::_setEnabled()
|
|
{
|
|
bool enable = false;
|
|
|
|
// Enabled if using basic lighting.
|
|
LightManager *lm = LightManager::getActiveLM();
|
|
if ( lm && dStricmp( lm->getName(), "Basic Lighting" ) == 0 )
|
|
enable = true;
|
|
|
|
// Disabled if all shadows are explictly disabled.
|
|
if ( ShadowMapPass::smDisableShadows )
|
|
enable = false;
|
|
|
|
// Already at the desired state.
|
|
if ( enable == mEnabled )
|
|
return;
|
|
|
|
if ( enable )
|
|
{
|
|
SceneObject::smSceneObjectAdd.notify(this, &BasicSceneObjectPluginFactory::addLightPlugin);
|
|
SceneObject::smSceneObjectRemove.notify(this, &BasicSceneObjectPluginFactory::removeLightPlugin);
|
|
|
|
if( gDecalManager )
|
|
gDecalManager->getClearDataSignal().notify( this, &BasicSceneObjectPluginFactory::_onDecalManagerClear );
|
|
|
|
addToExistingObjects();
|
|
}
|
|
else
|
|
{
|
|
SceneObject::smSceneObjectAdd.remove(this, &BasicSceneObjectPluginFactory::addLightPlugin);
|
|
SceneObject::smSceneObjectRemove.remove(this, &BasicSceneObjectPluginFactory::removeLightPlugin);
|
|
|
|
if( gDecalManager )
|
|
gDecalManager->getClearDataSignal().remove( this, &BasicSceneObjectPluginFactory::_onDecalManagerClear );
|
|
|
|
BasicSceneObjectLightingPlugin::cleanupPluginInstances();
|
|
}
|
|
|
|
mEnabled = enable;
|
|
}
|
|
|
|
void BasicSceneObjectPluginFactory::_onDecalManagerClear()
|
|
{
|
|
BasicSceneObjectLightingPlugin::resetAll();
|
|
}
|
|
|
|
void BasicSceneObjectPluginFactory::removeLightPlugin( SceneObject *obj )
|
|
{
|
|
// Grab the plugin instance.
|
|
SceneObjectLightingPlugin *lightPlugin = obj->getLightingPlugin();
|
|
|
|
// Delete it, which will also remove it
|
|
// from the static list of plugin instances.
|
|
if ( lightPlugin )
|
|
{
|
|
delete lightPlugin;
|
|
obj->setLightingPlugin( NULL );
|
|
}
|
|
}
|
|
|
|
void BasicSceneObjectPluginFactory::addLightPlugin(SceneObject* obj)
|
|
{
|
|
bool serverObj = obj->isServerObject();
|
|
bool isShadowType = (obj->getTypeMask() & shadowObjectTypeMask);
|
|
|
|
if ( !isShadowType || serverObj )
|
|
return;
|
|
|
|
obj->setLightingPlugin(new BasicSceneObjectLightingPlugin(obj));
|
|
}
|
|
|
|
// Some objects may not get cleaned up during mission load/free, so add our
|
|
// plugin to existing scene objects
|
|
void BasicSceneObjectPluginFactory::addToExistingObjects()
|
|
{
|
|
SimpleQueryList sql;
|
|
gClientContainer.findObjects( shadowObjectTypeMask, SimpleQueryList::insertionCallback, &sql);
|
|
for (SceneObject** i = sql.mList.begin(); i != sql.mList.end(); i++)
|
|
addLightPlugin(*i);
|
|
}
|
|
|