Torque3D/Engine/source/T3D/lightBase.cpp

494 lines
15 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 "T3D/lightBase.h"
#include "console/consoleTypes.h"
#include "console/typeValidators.h"
#include "core/stream/bitStream.h"
#include "sim/netConnection.h"
#include "lighting/lightManager.h"
#include "lighting/shadowMap/lightShadowMap.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "console/engineAPI.h"
#include "gfx/gfxDrawUtil.h"
extern bool gEditingMission;
bool LightBase::smRenderViz = false;
IMPLEMENT_CONOBJECT( LightBase );
ConsoleDocClass( LightBase,
"@brief This is the base class for light objects.\n\n"
"It is *NOT* intended to be used directly in script, but exists to provide the base member variables "
"and generic functionality. You should be using the derived classes PointLight and SpotLight, which "
"can be declared in TorqueScript or added from the World Editor.\n\n"
"For this class, we only add basic lighting options that all lighting systems would use. "
"The specific lighting system options are injected at runtime by the lighting system itself.\n\n"
"@see PointLight\n\n"
"@see SpotLight\n\n"
"@ingroup Lighting\n"
);
LightBase::LightBase()
: mIsEnabled( true ),
mColor( ColorF::WHITE ),
mBrightness( 1.0f ),
mCastShadows( false ),
mStaticRefreshFreq( 250 ),
mDynamicRefreshFreq( 8 ),
mPriority( 1.0f ),
mAnimationData( NULL ),
mFlareData( NULL ),
mFlareScale( 1.0f )
{
mNetFlags.set( Ghostable | ScopeAlways );
mTypeMask = LightObjectType;
mLight = LightManager::createLightInfo();
mFlareState.clear();
}
LightBase::~LightBase()
{
SAFE_DELETE( mLight );
}
void LightBase::initPersistFields()
{
// We only add the basic lighting options that all lighting
// systems would use... the specific lighting system options
// are injected at runtime by the lighting system itself.
addGroup( "Light" );
addField( "isEnabled", TypeBool, Offset( mIsEnabled, LightBase ), "Enables/Disables the object rendering and functionality in the scene." );
addField( "color", TypeColorF, Offset( mColor, LightBase ), "Changes the base color hue of the light." );
addField( "brightness", TypeF32, Offset( mBrightness, LightBase ), "Adjusts the lights power, 0 being off completely." );
addField( "castShadows", TypeBool, Offset( mCastShadows, LightBase ), "Enables/disabled shadow casts by this light." );
addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightBase ), "static shadow refresh rate (milliseconds)" );
addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightBase ), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
addField( "priority", TypeF32, Offset( mPriority, LightBase ), "Used for sorting of lights by the light manager. "
"Priority determines if a light has a stronger effect than, those with a lower value" );
endGroup( "Light" );
addGroup( "Light Animation" );
addField( "animate", TypeBool, Offset( mAnimState.active, LightBase ), "Toggles animation for the light on and off" );
addField( "animationType", TYPEID< LightAnimData >(), Offset( mAnimationData, LightBase ), "Datablock containing light animation information (LightAnimData)" );
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)" );
addField( "animationPhase", TypeF32, Offset( mAnimState.animationPhase, LightBase ), "The phase used to offset the animation start time to vary the animation of nearby lights." );
endGroup( "Light Animation" );
addGroup( "Misc" );
addField( "flareType", TYPEID< LightFlareData >(), Offset( mFlareData, LightBase ), "Datablock containing light flare information (LightFlareData)" );
addField( "flareScale", TypeF32, Offset( mFlareScale, LightBase ), "Globally scales all features of the light flare" );
endGroup( "Misc" );
// Now inject any light manager specific fields.
LightManager::initLightFields();
// We do the parent fields at the end so that
// they show up that way in the inspector.
Parent::initPersistFields();
Con::addVariable( "$Light::renderViz", TypeBool, &smRenderViz,
"Toggles visualization of light object's radius or cone.\n"
"@ingroup Lighting");
Con::addVariable( "$Light::renderLightFrustums", TypeBool, &LightShadowMap::smDebugRenderFrustums,
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
"@note Only works for shadow mapped lights.\n\n"
"@ingroup Lighting" );
}
bool LightBase::onAdd()
{
if ( !Parent::onAdd() )
return false;
// Update the light parameters.
_conformLights();
addToScene();
return true;
}
void LightBase::onRemove()
{
removeFromScene();
Parent::onRemove();
}
void LightBase::submitLights( LightManager *lm, bool staticLighting )
{
if ( !mIsEnabled || staticLighting )
return;
if ( mAnimState.active &&
mAnimState.animationPeriod > 0.0f &&
mAnimationData )
{
mAnimState.brightness = mBrightness;
mAnimState.transform = getRenderTransform();
mAnimState.color = mColor;
mAnimationData->animate( mLight, &mAnimState );
}
lm->registerGlobalLight( mLight, this );
}
void LightBase::inspectPostApply()
{
// We do not call the parent here as it
// will call setScale() and screw up the
// real sizing fields on the light.
// Ok fine... then we must set MountedMask ourself.
_conformLights();
setMaskBits( EnabledMask | UpdateMask | TransformMask | DatablockMask | MountedMask );
}
void LightBase::setTransform( const MatrixF &mat )
{
setMaskBits( TransformMask );
Parent::setTransform( mat );
}
void LightBase::prepRenderImage( SceneRenderState *state )
{
if ( mIsEnabled && mFlareData )
{
mFlareState.fullBrightness = mBrightness;
mFlareState.scale = mFlareScale;
mFlareState.lightInfo = mLight;
mFlareState.lightMat = getRenderTransform();
mFlareData->prepRender( state, &mFlareState );
}
if ( !state->isDiffusePass() )
return;
const bool isSelectedInEditor = ( gEditingMission && isSelected() );
// If the light is selected or light visualization
// is enabled then register the callback.
if ( smRenderViz || isSelectedInEditor )
{
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind( this, &LightBase::_onRenderViz );
ri->type = RenderPassManager::RIT_Editor;
state->getRenderPass()->addInst( ri );
}
}
void LightBase::_onRenderViz( ObjectRenderInst *ri,
SceneRenderState *state,
BaseMatInstance *overrideMat )
{
if ( overrideMat )
return;
_renderViz( state );
}
void LightBase::_onSelected()
{
#ifdef TORQUE_DEBUG
// Enable debug rendering on the light.
if( isClientObject() )
mLight->enableDebugRendering( true );
#endif
Parent::_onSelected();
}
void LightBase::_onUnselected()
{
#ifdef TORQUE_DEBUG
// Disable debug rendering on the light.
if( isClientObject() )
mLight->enableDebugRendering( false );
#endif
Parent::_onUnselected();
}
void LightBase::interpolateTick( F32 delta )
{
}
void LightBase::processTick()
{
}
void LightBase::advanceTime( F32 timeDelta )
{
if ( isMounted() )
{
MatrixF mat( true );
mMount.object->getRenderMountTransform( 0.f, mMount.node, mMount.xfm, &mat );
mLight->setTransform( mat );
Parent::setTransform( mat );
}
}
U32 LightBase::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( conn, mask, stream );
stream->writeFlag( mIsEnabled );
if ( stream->writeFlag( mask & TransformMask ) )
stream->writeAffineTransform( mObjToWorld );
if ( stream->writeFlag( mask & UpdateMask ) )
{
stream->write( mColor );
stream->write( mBrightness );
stream->writeFlag( mCastShadows );
stream->write(mStaticRefreshFreq);
stream->write(mDynamicRefreshFreq);
stream->write( mPriority );
mLight->packExtended( stream );
stream->writeFlag( mAnimState.active );
stream->write( mAnimState.animationPeriod );
stream->write( mAnimState.animationPhase );
stream->write( mFlareScale );
}
if ( stream->writeFlag( mask & DatablockMask ) )
{
if ( stream->writeFlag( mAnimationData ) )
{
stream->writeRangedU32( mAnimationData->getId(),
DataBlockObjectIdFirst,
DataBlockObjectIdLast );
}
if ( stream->writeFlag( mFlareData ) )
{
stream->writeRangedU32( mFlareData->getId(),
DataBlockObjectIdFirst,
DataBlockObjectIdLast );
}
}
return retMask;
}
void LightBase::unpackUpdate( NetConnection *conn, BitStream *stream )
{
Parent::unpackUpdate( conn, stream );
mIsEnabled = stream->readFlag();
if ( stream->readFlag() ) // TransformMask
stream->readAffineTransform( &mObjToWorld );
if ( stream->readFlag() ) // UpdateMask
{
stream->read( &mColor );
stream->read( &mBrightness );
mCastShadows = stream->readFlag();
stream->read(&mStaticRefreshFreq);
stream->read(&mDynamicRefreshFreq);
stream->read( &mPriority );
mLight->unpackExtended( stream );
mAnimState.active = stream->readFlag();
stream->read( &mAnimState.animationPeriod );
stream->read( &mAnimState.animationPhase );
stream->read( &mFlareScale );
}
if ( stream->readFlag() ) // DatablockMask
{
if ( stream->readFlag() )
{
SimObjectId id = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
LightAnimData *datablock = NULL;
if ( Sim::findObject( id, datablock ) )
mAnimationData = datablock;
else
{
conn->setLastError( "Light::unpackUpdate() - invalid LightAnimData!" );
mAnimationData = NULL;
}
}
else
mAnimationData = NULL;
if ( stream->readFlag() )
{
SimObjectId id = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
LightFlareData *datablock = NULL;
if ( Sim::findObject( id, datablock ) )
mFlareData = datablock;
else
{
conn->setLastError( "Light::unpackUpdate() - invalid LightCoronaData!" );
mFlareData = NULL;
}
}
else
mFlareData = NULL;
}
if ( isProperlyAdded() )
_conformLights();
}
void LightBase::setLightEnabled( bool enabled )
{
if ( mIsEnabled != enabled )
{
mIsEnabled = enabled;
setMaskBits( EnabledMask );
}
}
DefineEngineMethod( LightBase, setLightEnabled, void, ( bool state ),,
"@brief Toggles the light on and off\n\n"
"@param state Turns the light on (true) or off (false)\n"
"@tsexample\n"
"// Disable the light\n"
"CrystalLight.setLightEnabled(false);\n\n"
"// Renable the light\n"
"CrystalLight.setLightEnabled(true);\n"
"@endtsexample\n\n"
)
{
object->setLightEnabled( state );
}
//ConsoleMethod( LightBase, setLightEnabled, void, 3, 3, "( bool enabled )\t"
// "Toggles the light on and off." )
//{
// object->setLightEnabled( dAtob( argv[2] ) );
//}
static ConsoleDocFragment _lbplayAnimation1(
"@brief Plays the light animation assigned to this light with the existing LightAnimData datablock.\n\n"
"@tsexample\n"
"// Play the animation assigned to this light\n"
"CrystalLight.playAnimation();\n"
"@endtsexample\n\n",
"LightBase",
"void playAnimation();"
);
static ConsoleDocFragment _lbplayAnimation2(
"@brief Plays the light animation on this light using a new LightAnimData. If no LightAnimData "
"is passed the existing one is played.\n\n"
"@param anim Name of the LightAnimData datablock to be played\n\n"
"@tsexample\n"
"// Play the animation using a new LightAnimData datablock\n"
"CrystalLight.playAnimation(SubtlePulseLightAnim);\n"
"@endtsexample\n\n",
"LightBase",
"void playAnimation(LightAnimData anim);"
);
DefineConsoleMethod( LightBase, playAnimation, void, (const char * anim), (""), "( [LightAnimData anim] )\t"
"Plays a light animation on the light. If no LightAnimData is passed the "
"existing one is played."
"@hide")
{
if ( String::isEmpty(anim) )
{
object->playAnimation();
return;
}
LightAnimData *animData;
if ( !Sim::findObject( anim, animData ) )
{
Con::errorf( "LightBase::playAnimation() - Invalid LightAnimData '%s'.", anim );
return;
}
// Play Animation.
object->playAnimation( animData );
}
void LightBase::playAnimation( void )
{
if ( !mAnimState.active )
{
mAnimState.active = true;
setMaskBits( UpdateMask );
}
}
void LightBase::playAnimation( LightAnimData *animData )
{
// Play Animation.
playAnimation();
// Update Datablock?
if ( mAnimationData != animData )
{
mAnimationData = animData;
setMaskBits( DatablockMask );
}
}
DefineConsoleMethod( LightBase, pauseAnimation, void, (), , "Stops the light animation." )
{
object->pauseAnimation();
}
void LightBase::pauseAnimation( void )
{
if ( mAnimState.active )
{
mAnimState.active = false;
setMaskBits( UpdateMask );
}
}