mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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189 lines
6.2 KiB
C++
189 lines
6.2 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/pointLight.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "gfx/gfxDrawUtil.h"
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#include "lighting/shadowMap/lightShadowMap.h"
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IMPLEMENT_CO_NETOBJECT_V1( PointLight );
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ConsoleDocClass( PointLight,
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"@brief Lighting object that radiates light in all directions.\n\n"
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"PointLight is one of the two types of lighting objects that can be added "
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"to a Torque 3D level, the other being SpotLight. Unlike directional or conical light, "
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"the PointLight emits lighting in all directions. The attenuation is controlled "
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"by a single variable: LightObject::radius.\n\n"
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"@tsexample\n"
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"// Declaration of a point light in script, or created by World Editor\n"
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"new PointLight(CrystalLight)\n"
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"{\n"
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" radius = \"10\";\n"
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" isEnabled = \"1\";\n"
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" color = \"1 0.905882 0 1\";\n"
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" brightness = \"0.5\";\n"
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" castShadows = \"1\";\n"
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" priority = \"1\";\n"
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" animate = \"1\";\n"
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" animationType = \"SubtlePulseLightAnim\";\n"
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" animationPeriod = \"3\";\n"
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" animationPhase = \"3\";\n"
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" flareScale = \"1\";\n"
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" attenuationRatio = \"0 1 1\";\n"
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" shadowType = \"DualParaboloidSinglePass\";\n"
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" texSize = \"512\";\n"
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" overDarkFactor = \"2000 1000 500 100\";\n"
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" shadowDistance = \"400\";\n"
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" shadowSoftness = \"0.15\";\n"
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" numSplits = \"1\";\n"
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" logWeight = \"0.91\";\n"
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" fadeStartDistance = \"0\";\n"
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" lastSplitTerrainOnly = \"0\";\n"
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" splitFadeDistances = \"10 20 30 40\";\n"
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" representedInLightmap = \"0\";\n"
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" shadowDarkenColor = \"0 0 0 -1\";\n"
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" includeLightmappedGeometryInShadow = \"1\";\n"
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" position = \"-61.3866 1.69186 5.1464\";\n"
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" rotation = \"1 0 0 0\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see LightBase\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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PointLight::PointLight()
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: mRadius( 5.0f )
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{
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// We set the type here to ensure the extended
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// parameter validation works when setting fields.
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mLight->setType( LightInfo::Point );
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//This lets us override the default shadowmap properties for point lights specifically
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//We'll set the overdark factor to a lower value to mitigate visible aliasing from over-darkening the cubemap
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//And then use cubemaps as the default shadowmap type
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ShadowMapParams* p = mLight->getExtended<ShadowMapParams>();
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p->overDarkFactor = Point4F(10, 5, 4, 1);
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p->shadowType = ShadowType::ShadowType_CubeMap;
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}
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PointLight::~PointLight()
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{
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}
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void PointLight::initPersistFields()
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{
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docsURL;
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addGroup( "Light" );
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addFieldV( "radius", TypeRangedF32, Offset( mRadius, PointLight ), &CommonValidators::PositiveFloat, "Controls the falloff of the light emission" );
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endGroup( "Light" );
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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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// Remove the scale field... it's already
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// defined by the light radius.
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removeField( "scale" );
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//These are particular fields for PSSM, so useless for point lights
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removeField("numSplits");
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removeField("logWeight");
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removeField("lastSplitTerrainOnly");
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}
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void PointLight::_conformLights()
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{
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mLight->setTransform( getRenderTransform() );
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mLight->setRange( mRadius );
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mLight->setColor( mColor );
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mLight->setBrightness( mBrightness );
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mLight->setCastShadows( mCastShadows );
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mLight->setStaticRefreshFreq(mStaticRefreshFreq);
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mLight->setDynamicRefreshFreq(mDynamicRefreshFreq);
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mLight->setPriority( mPriority );
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// Update the bounds and scale to fit our light.
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mObjBox.minExtents.set( -1, -1, -1 );
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mObjBox.maxExtents.set( 1, 1, 1 );
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mObjScale.set( mRadius, mRadius, mRadius );
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// Skip our transform... it just dirties mask bits.
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Parent::setTransform( mObjToWorld );
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}
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U32 PointLight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream )
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{
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if ( stream->writeFlag( mask & UpdateMask ) )
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stream->write( mRadius );
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return Parent::packUpdate( conn, mask, stream );
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}
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void PointLight::unpackUpdate( NetConnection *conn, BitStream *stream )
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{
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if ( stream->readFlag() ) // UpdateMask
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stream->read( &mRadius );
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Parent::unpackUpdate( conn, stream );
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}
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void PointLight::setScale( const VectorF &scale )
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{
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// Use the average of the three coords.
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mRadius = ( scale.x + scale.y + scale.z ) / 3.0f;
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// We changed our settings so notify the client.
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setMaskBits( UpdateMask );
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// Let the parent do the final scale.
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Parent::setScale( VectorF( mRadius, mRadius, mRadius ) );
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}
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void PointLight::_renderViz( SceneRenderState *state )
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{
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GFXDrawUtil *draw = GFX->getDrawUtil();
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GFXStateBlockDesc desc;
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desc.setZReadWrite( true, false );
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desc.setCullMode( GFXCullNone );
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desc.setBlend( true );
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// Base the sphere color on the light color.
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ColorI color = mColor.toColorI();
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color.alpha = 16;
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draw->drawSphere( desc, mRadius, getPosition(), color );
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}
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