mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
494 lines
15 KiB
C++
494 lines
15 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 "platform/platform.h"
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#include "T3D/lightBase.h"
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#include "console/consoleTypes.h"
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#include "console/typeValidators.h"
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#include "core/stream/bitStream.h"
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#include "sim/netConnection.h"
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#include "lighting/lightManager.h"
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#include "lighting/shadowMap/lightShadowMap.h"
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#include "scene/sceneRenderState.h"
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#include "renderInstance/renderPassManager.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDrawUtil.h"
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extern bool gEditingMission;
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bool LightBase::smRenderViz = false;
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IMPLEMENT_CONOBJECT( LightBase );
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ConsoleDocClass( LightBase,
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"@brief This is the base class for light objects.\n\n"
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"It is *NOT* intended to be used directly in script, but exists to provide the base member variables "
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"and generic functionality. You should be using the derived classes PointLight and SpotLight, which "
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"can be declared in TorqueScript or added from the World Editor.\n\n"
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"For this class, we only add basic lighting options that all lighting systems would use. "
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"The specific lighting system options are injected at runtime by the lighting system itself.\n\n"
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"@see PointLight\n\n"
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"@see SpotLight\n\n"
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"@ingroup Lighting\n"
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);
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LightBase::LightBase()
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: mIsEnabled( true ),
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mColor( LinearColorF::WHITE ),
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mBrightness( 1.0f ),
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mCastShadows( false ),
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mStaticRefreshFreq( 250 ),
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mDynamicRefreshFreq( 8 ),
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mPriority( 1.0f ),
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mAnimationData( NULL ),
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mFlareData( NULL ),
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mFlareScale( 1.0f )
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{
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mNetFlags.set( Ghostable | ScopeAlways );
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mTypeMask = LightObjectType;
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mLight = LightManager::createLightInfo();
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mFlareState.clear();
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}
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LightBase::~LightBase()
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{
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SAFE_DELETE( mLight );
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}
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void LightBase::initPersistFields()
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{
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// We only add the basic lighting options that all lighting
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// systems would use... the specific lighting system options
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// are injected at runtime by the lighting system itself.
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addGroup( "Light" );
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addField( "isEnabled", TypeBool, Offset( mIsEnabled, LightBase ), "Enables/Disables the object rendering and functionality in the scene." );
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addField( "color", TypeColorF, Offset( mColor, LightBase ), "Changes the base color hue of the light." );
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addField( "brightness", TypeF32, Offset( mBrightness, LightBase ), "Adjusts the lights power, 0 being off completely." );
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addField( "castShadows", TypeBool, Offset( mCastShadows, LightBase ), "Enables/disabled shadow casts by this light." );
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addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightBase ), "static shadow refresh rate (milliseconds)" );
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addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightBase ), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
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addField( "priority", TypeF32, Offset( mPriority, LightBase ), "Used for sorting of lights by the light manager. "
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"Priority determines if a light has a stronger effect than, those with a lower value" );
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endGroup( "Light" );
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addGroup( "Light Animation" );
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addField( "animate", TypeBool, Offset( mAnimState.active, LightBase ), "Toggles animation for the light on and off" );
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addField( "animationType", TYPEID< LightAnimData >(), Offset( mAnimationData, LightBase ), "Datablock containing light animation information (LightAnimData)" );
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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)" );
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addField( "animationPhase", TypeF32, Offset( mAnimState.animationPhase, LightBase ), "The phase used to offset the animation start time to vary the animation of nearby lights." );
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endGroup( "Light Animation" );
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addGroup( "Misc" );
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addField( "flareType", TYPEID< LightFlareData >(), Offset( mFlareData, LightBase ), "Datablock containing light flare information (LightFlareData)" );
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addField( "flareScale", TypeF32, Offset( mFlareScale, LightBase ), "Globally scales all features of the light flare" );
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endGroup( "Misc" );
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// Now inject any light manager specific fields.
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LightManager::initLightFields();
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// We do the parent fields at the end so that
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// they show up that way in the inspector.
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Parent::initPersistFields();
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Con::addVariable( "$Light::renderViz", TypeBool, &smRenderViz,
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"Toggles visualization of light object's radius or cone.\n"
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"@ingroup Lighting");
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Con::addVariable( "$Light::renderLightFrustums", TypeBool, &LightShadowMap::smDebugRenderFrustums,
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"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
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"@note Only works for shadow mapped lights.\n\n"
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"@ingroup Lighting" );
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}
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bool LightBase::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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// Update the light parameters.
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_conformLights();
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addToScene();
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return true;
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}
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void LightBase::onRemove()
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{
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removeFromScene();
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Parent::onRemove();
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}
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void LightBase::submitLights( LightManager *lm, bool staticLighting )
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{
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if ( !mIsEnabled || staticLighting )
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return;
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if ( mAnimState.active &&
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mAnimState.animationPeriod > 0.0f &&
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mAnimationData )
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{
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mAnimState.brightness = mBrightness;
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mAnimState.transform = getRenderTransform();
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mAnimState.color = mColor;
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mAnimationData->animate( mLight, &mAnimState );
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}
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lm->registerGlobalLight( mLight, this );
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}
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void LightBase::inspectPostApply()
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{
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// We do not call the parent here as it
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// will call setScale() and screw up the
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// real sizing fields on the light.
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// Ok fine... then we must set MountedMask ourself.
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_conformLights();
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setMaskBits( EnabledMask | UpdateMask | TransformMask | DatablockMask | MountedMask );
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}
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void LightBase::setTransform( const MatrixF &mat )
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{
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setMaskBits( TransformMask );
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Parent::setTransform( mat );
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}
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void LightBase::prepRenderImage( SceneRenderState *state )
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{
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if ( mIsEnabled && mFlareData )
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{
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mFlareState.fullBrightness = mBrightness;
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mFlareState.scale = mFlareScale;
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mFlareState.lightInfo = mLight;
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mFlareState.lightMat = getRenderTransform();
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mFlareData->prepRender( state, &mFlareState );
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}
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if ( !state->isDiffusePass() )
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return;
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const bool isSelectedInEditor = ( gEditingMission && isSelected() );
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// If the light is selected or light visualization
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// is enabled then register the callback.
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if ( smRenderViz || isSelectedInEditor )
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{
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind( this, &LightBase::_onRenderViz );
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ri->type = RenderPassManager::RIT_Editor;
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state->getRenderPass()->addInst( ri );
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}
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}
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void LightBase::_onRenderViz( ObjectRenderInst *ri,
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SceneRenderState *state,
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BaseMatInstance *overrideMat )
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{
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if ( overrideMat )
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return;
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_renderViz( state );
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}
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void LightBase::_onSelected()
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{
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#ifdef TORQUE_DEBUG
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// Enable debug rendering on the light.
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if( isClientObject() )
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mLight->enableDebugRendering( true );
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#endif
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Parent::_onSelected();
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}
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void LightBase::_onUnselected()
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{
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#ifdef TORQUE_DEBUG
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// Disable debug rendering on the light.
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if( isClientObject() )
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mLight->enableDebugRendering( false );
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#endif
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Parent::_onUnselected();
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}
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void LightBase::interpolateTick( F32 delta )
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{
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}
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void LightBase::processTick()
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{
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}
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void LightBase::advanceTime( F32 timeDelta )
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{
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if ( isMounted() )
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{
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MatrixF mat( true );
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mMount.object->getRenderMountTransform( 0.f, mMount.node, mMount.xfm, &mat );
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mLight->setTransform( mat );
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Parent::setTransform( mat );
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}
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}
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U32 LightBase::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
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{
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U32 retMask = Parent::packUpdate( conn, mask, stream );
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stream->writeFlag( mIsEnabled );
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if ( stream->writeFlag( mask & TransformMask ) )
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stream->writeAffineTransform( mObjToWorld );
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if ( stream->writeFlag( mask & UpdateMask ) )
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{
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stream->write( mColor );
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stream->write( mBrightness );
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stream->writeFlag( mCastShadows );
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stream->write(mStaticRefreshFreq);
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stream->write(mDynamicRefreshFreq);
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stream->write( mPriority );
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mLight->packExtended( stream );
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stream->writeFlag( mAnimState.active );
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stream->write( mAnimState.animationPeriod );
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stream->write( mAnimState.animationPhase );
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stream->write( mFlareScale );
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}
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if ( stream->writeFlag( mask & DatablockMask ) )
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{
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if ( stream->writeFlag( mAnimationData ) )
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{
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stream->writeRangedU32( mAnimationData->getId(),
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DataBlockObjectIdFirst,
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DataBlockObjectIdLast );
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}
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if ( stream->writeFlag( mFlareData ) )
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{
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stream->writeRangedU32( mFlareData->getId(),
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DataBlockObjectIdFirst,
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DataBlockObjectIdLast );
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}
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}
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return retMask;
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}
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void LightBase::unpackUpdate( NetConnection *conn, BitStream *stream )
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{
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Parent::unpackUpdate( conn, stream );
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mIsEnabled = stream->readFlag();
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if ( stream->readFlag() ) // TransformMask
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stream->readAffineTransform( &mObjToWorld );
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if ( stream->readFlag() ) // UpdateMask
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{
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stream->read( &mColor );
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stream->read( &mBrightness );
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mCastShadows = stream->readFlag();
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stream->read(&mStaticRefreshFreq);
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stream->read(&mDynamicRefreshFreq);
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stream->read( &mPriority );
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mLight->unpackExtended( stream );
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mAnimState.active = stream->readFlag();
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stream->read( &mAnimState.animationPeriod );
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stream->read( &mAnimState.animationPhase );
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stream->read( &mFlareScale );
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}
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if ( stream->readFlag() ) // DatablockMask
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{
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if ( stream->readFlag() )
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{
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SimObjectId id = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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LightAnimData *datablock = NULL;
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if ( Sim::findObject( id, datablock ) )
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mAnimationData = datablock;
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else
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{
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conn->setLastError( "Light::unpackUpdate() - invalid LightAnimData!" );
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mAnimationData = NULL;
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}
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}
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else
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mAnimationData = NULL;
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if ( stream->readFlag() )
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{
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SimObjectId id = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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LightFlareData *datablock = NULL;
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if ( Sim::findObject( id, datablock ) )
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mFlareData = datablock;
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else
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{
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conn->setLastError( "Light::unpackUpdate() - invalid LightCoronaData!" );
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mFlareData = NULL;
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}
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}
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else
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mFlareData = NULL;
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}
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if ( isProperlyAdded() )
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_conformLights();
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}
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void LightBase::setLightEnabled( bool enabled )
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{
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if ( mIsEnabled != enabled )
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{
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mIsEnabled = enabled;
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setMaskBits( EnabledMask );
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}
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}
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DefineEngineMethod( LightBase, setLightEnabled, void, ( bool state ),,
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"@brief Toggles the light on and off\n\n"
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"@param state Turns the light on (true) or off (false)\n"
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"@tsexample\n"
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"// Disable the light\n"
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"CrystalLight.setLightEnabled(false);\n\n"
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"// Renable the light\n"
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"CrystalLight.setLightEnabled(true);\n"
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"@endtsexample\n\n"
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)
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{
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object->setLightEnabled( state );
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}
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//ConsoleMethod( LightBase, setLightEnabled, void, 3, 3, "( bool enabled )\t"
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// "Toggles the light on and off." )
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//{
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// object->setLightEnabled( dAtob( argv[2] ) );
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//}
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static ConsoleDocFragment _lbplayAnimation1(
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"@brief Plays the light animation assigned to this light with the existing LightAnimData datablock.\n\n"
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"@tsexample\n"
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"// Play the animation assigned to this light\n"
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"CrystalLight.playAnimation();\n"
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"@endtsexample\n\n",
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"LightBase",
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"void playAnimation();"
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);
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static ConsoleDocFragment _lbplayAnimation2(
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"@brief Plays the light animation on this light using a new LightAnimData. If no LightAnimData "
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"is passed the existing one is played.\n\n"
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"@param anim Name of the LightAnimData datablock to be played\n\n"
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"@tsexample\n"
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"// Play the animation using a new LightAnimData datablock\n"
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"CrystalLight.playAnimation(SubtlePulseLightAnim);\n"
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"@endtsexample\n\n",
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"LightBase",
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"void playAnimation(LightAnimData anim);"
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);
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DefineConsoleMethod( LightBase, playAnimation, void, (const char * anim), (""), "( [LightAnimData anim] )\t"
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"Plays a light animation on the light. If no LightAnimData is passed the "
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"existing one is played."
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"@hide")
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{
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if ( String::isEmpty(anim) )
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{
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object->playAnimation();
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return;
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}
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LightAnimData *animData;
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if ( !Sim::findObject( anim, animData ) )
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{
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Con::errorf( "LightBase::playAnimation() - Invalid LightAnimData '%s'.", anim );
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return;
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}
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// Play Animation.
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object->playAnimation( animData );
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}
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void LightBase::playAnimation( void )
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{
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if ( !mAnimState.active )
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{
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mAnimState.active = true;
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setMaskBits( UpdateMask );
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}
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}
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void LightBase::playAnimation( LightAnimData *animData )
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{
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// Play Animation.
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playAnimation();
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// Update Datablock?
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if ( mAnimationData != animData )
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{
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mAnimationData = animData;
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setMaskBits( DatablockMask );
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}
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}
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DefineConsoleMethod( LightBase, pauseAnimation, void, (), , "Stops the light animation." )
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{
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object->pauseAnimation();
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}
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void LightBase::pauseAnimation( void )
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{
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if ( mAnimState.active )
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{
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mAnimState.active = false;
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setMaskBits( UpdateMask );
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}
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}
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