Torque3D/Engine/source/T3D/lightFlareData.h
2012-09-19 11:15:01 -04:00

134 lines
3.9 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
class LightInfo;
struct ObjectRenderInst;
class SceneRenderState;
class BaseMatInstance;
class GFXOcclusionQuery;
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;
GFXOcclusionQuery *occlusionQuery;
GFXOcclusionQuery *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 );
protected:
static const U32 LosMask;
static const U32 FadeOutTime = 20;
static const U32 FadeInTime = 125;
static Point3F sBasePoints[4];
// Fields...
F32 mScale;
bool mFlareEnabled;
String mFlareTextureName;
GFXTexHandle mFlareTexture;
F32 mOcclusionRadius;
bool mRenderReflectPass;
RectF mElementRect[MAX_ELEMENTS];
F32 mElementDist[MAX_ELEMENTS];
F32 mElementScale[MAX_ELEMENTS];
ColorF mElementTint[MAX_ELEMENTS];
bool mElementRotate[MAX_ELEMENTS];
bool mElementUseLightColor[MAX_ELEMENTS];
protected:
U32 mElementCount;
GFXPrimitiveBufferHandle mFlarePrimBuffer;
};
#endif // _LIGHTFLAREDATA_H_