Torque3D/Engine/source/T3D/lightDescription.cpp

281 lines
9.5 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/lightDescription.h"
#include "lighting/lightManager.h"
#include "T3D/lightFlareData.h"
#include "T3D/lightAnimData.h"
#include "core/stream/bitStream.h"
#include "lighting/lightInfo.h"
#include "console/engineAPI.h"
LightDescription::LightDescription()
: color( LinearColorF::WHITE ),
brightness( 1.0f ),
range( 5.0f ),
castShadows( false ),
mStaticRefreshFreq( 250 ),
mDynamicRefreshFreq( 8 ),
animationData( NULL ),
animationDataId( 0 ),
animationPeriod( 1.0f ),
animationPhase( 1.0f ),
flareData( NULL ),
flareDataId( 0 ),
flareScale( 1.0f )
{
}
LightDescription::~LightDescription()
{
}
IMPLEMENT_CO_DATABLOCK_V1( LightDescription );
ConsoleDocClass( LightDescription,
"@brief A helper datablock used by classes (such as shapebase) "
"that submit lights to the scene but do not use actual \"LightBase\" objects.\n\n"
"This datablock stores the properties of that light as fields that can be initialized from script."
"@tsexample\n"
"// Declare a light description to be used on a rocket launcher projectile\n"
"datablock LightDescription(RocketLauncherLightDesc)\n"
"{\n"
" range = 4.0;\n"
" color = \"1 1 0\";\n"
" brightness = 5.0;\n"
" animationType = PulseLightAnim;\n"
" animationPeriod = 0.25;\n"
"};\n\n"
"// Declare a ProjectileDatablock which uses the light description\n"
"datablock ProjectileData(RocketLauncherProjectile)\n"
"{\n"
" lightDesc = RocketLauncherLightDesc;\n\n"
" projectileShapeName = \"art/shapes/weapons/SwarmGun/rocket.dts\";\n\n"
" directDamage = 30;\n"
" radiusDamage = 30;\n"
" damageRadius = 5;\n"
" areaImpulse = 2500;\n\n"
" // ... remaining ProjectileData fields not listed for this example\n"
"};\n"
"@endtsexample\n\n"
"@see LightBase\n\n"
"@ingroup Lighting\n"
);
void LightDescription::initPersistFields()
{
addGroup( "Light" );
addField( "color", TypeColorF, Offset( color, LightDescription ), "Changes the base color hue of the light." );
addField( "brightness", TypeF32, Offset( brightness, LightDescription ), "Adjusts the lights power, 0 being off completely." );
addField( "range", TypeF32, Offset( range, LightDescription ), "Controls the size (radius) of the light" );
addField( "castShadows", TypeBool, Offset( castShadows, LightDescription ), "Enables/disabled shadow casts by this light." );
addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightDescription ), "static shadow refresh rate (milliseconds)" );
addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightDescription ), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
endGroup( "Light" );
addGroup( "Light Animation" );
addField( "animationType", TYPEID< LightAnimData >(), Offset( animationData, LightDescription ), "Datablock containing light animation information (LightAnimData)" );
addField( "animationPeriod", TypeF32, Offset( animationPeriod, LightDescription ), "The length of time in seconds for a single playback of the light animation" );
addField( "animationPhase", TypeF32, Offset( animationPhase, LightDescription ), "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( flareData, LightDescription ), "Datablock containing light flare information (LightFlareData)" );
addField( "flareScale", TypeF32, Offset( flareScale, LightDescription ), "Globally scales all features of the light flare" );
endGroup( "Misc" );
LightManager::initLightFields();
Parent::initPersistFields();
}
void LightDescription::inspectPostApply()
{
Parent::inspectPostApply();
// Hack to allow changing properties in game.
// Do the same work as preload.
animationData = NULL;
flareData = NULL;
String str;
_preload( false, str );
}
bool LightDescription::onAdd()
{
if ( !Parent::onAdd() )
return false;
return true;
}
bool LightDescription::preload( bool server, String &errorStr )
{
if ( !Parent::preload( server, errorStr ) )
return false;
return _preload( server, errorStr );
}
void LightDescription::packData( BitStream *stream )
{
Parent::packData( stream );
stream->write( color );
stream->write( brightness );
stream->write( range );
stream->writeFlag( castShadows );
stream->write(mStaticRefreshFreq);
stream->write(mDynamicRefreshFreq);
stream->write( animationPeriod );
stream->write( animationPhase );
stream->write( flareScale );
if ( stream->writeFlag( animationData ) )
{
stream->writeRangedU32( animationData->getId(),
DataBlockObjectIdFirst,
DataBlockObjectIdLast );
}
if ( stream->writeFlag( flareData ) )
{
stream->writeRangedU32( flareData->getId(),
DataBlockObjectIdFirst,
DataBlockObjectIdLast );
}
}
void LightDescription::unpackData( BitStream *stream )
{
Parent::unpackData( stream );
stream->read( &color );
stream->read( &brightness );
stream->read( &range );
castShadows = stream->readFlag();
stream->read(&mStaticRefreshFreq);
stream->read(&mDynamicRefreshFreq);
stream->read( &animationPeriod );
stream->read( &animationPhase );
stream->read( &flareScale );
if ( stream->readFlag() )
animationDataId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
if ( stream->readFlag() )
flareDataId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
void LightDescription::submitLight( LightState *state, const MatrixF &xfm, LightManager *lm, SimObject *object )
{
LightInfo *li = state->lightInfo;
li->setRange( range );
li->setColor( color );
li->setCastShadows( castShadows );
li->setStaticRefreshFreq(mStaticRefreshFreq);
li->setDynamicRefreshFreq(mDynamicRefreshFreq);
li->setTransform( xfm );
if ( animationData )
{
LightAnimState *animState = &state->animState;
animState->brightness = brightness;
animState->transform = xfm;
animState->color = color;
animState->animationPeriod = animationPeriod;
animState->animationPhase = animationPhase;
animationData->animate( li, animState );
}
lm->registerGlobalLight( li, object );
}
void LightDescription::prepRender( SceneRenderState *sceneState, LightState *lightState, const MatrixF &xfm )
{
if ( flareData )
{
LightFlareState *flareState = &lightState->flareState;
flareState->fullBrightness = brightness;
flareState->scale = flareScale;
flareState->lightMat = xfm;
flareState->lightInfo = lightState->lightInfo;
flareData->prepRender( sceneState, flareState );
}
}
bool LightDescription::_preload( bool server, String &errorStr )
{
if (!animationData && animationDataId != 0)
if (Sim::findObject(animationDataId, animationData) == false)
Con::errorf(ConsoleLogEntry::General, "LightDescription::onAdd: Invalid packet, bad datablockId(animationData): %d", animationDataId);
if (!flareData && flareDataId != 0)
if (Sim::findObject(flareDataId, flareData) == false)
Con::errorf(ConsoleLogEntry::General, "LightDescription::onAdd: Invalid packet, bad datablockId(flareData): %d", flareDataId);
return true;
}
DefineEngineMethod( LightDescription, apply, void, (),,
"@brief Force an inspectPostApply call for the benefit of tweaking via the console\n\n"
"Normally this functionality is only exposed to objects via the World Editor, once changes have been made. "
"Exposing apply to script allows you to make changes to it on the fly without the World Editor.\n\n"
"@note This is intended for debugging and tweaking, not for game play\n\n"
"@tsexample\n"
"// Change a property of the light description\n"
"RocketLauncherLightDesc.brightness = 10;\n\n"
"// Make it so\n"
"RocketLauncherLightDesc.apply();\n"
"@endtsexample\n\n"
)
{
object->inspectPostApply();
}
//ConsoleMethod( LightDescription, apply, void, 2, 2, "force an inspectPostApply for the benefit of tweaking via the console" )
//{
// object->inspectPostApply();
//}