mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
245 lines
8.4 KiB
C++
245 lines
8.4 KiB
C++
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "T3D/lightAnimData.h"
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#include "afx/ce/afxLightBase_T3D.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxT3DLightBaseData
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IMPLEMENT_CO_DATABLOCK_V1(afxT3DLightBaseData);
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ConsoleDocClass( afxT3DLightBaseData,
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"@brief A datablock baseclass for afxT3DPointLightData and afxT3DSpotLightData.\n\n"
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"Not intended to be used directly, afxT3DLightBaseData exists to provide base member variables and generic functionality "
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"for the derived classes afxT3DPointLightData and afxT3DSpotLightData."
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"\n\n"
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"@see afxT3DPointLightData\n\n"
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"@see afxT3DSpotLightData\n\n"
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"@see PointLight\n\n"
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"@see SpotLight\n\n"
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"@ingroup afxEffects\n"
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"@ingroup AFX\n"
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"@ingroup Datablocks\n"
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);
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afxT3DLightBaseData::afxT3DLightBaseData()
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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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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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mLocalRenderViz = false;
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// marked true if datablock ids need to
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// be converted into pointers
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do_id_convert = false;
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}
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afxT3DLightBaseData::afxT3DLightBaseData(const afxT3DLightBaseData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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mIsEnabled = other.mIsEnabled;
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mColor = other.mColor;
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mBrightness = other.mBrightness;
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mCastShadows = other.mCastShadows;
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mPriority = other.mPriority;
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mAnimationData = other.mAnimationData;
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mAnimState = other.mAnimState;
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mFlareData = other.mFlareData;
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mFlareScale = other.mFlareScale;
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mLocalRenderViz = other.mLocalRenderViz;
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do_id_convert = other.do_id_convert;
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}
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//
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// NOTE: keep this as consistent as possible with LightBase::initPersistFields()
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//
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void afxT3DLightBaseData::initPersistFields()
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{
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docsURL;
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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, afxT3DLightBaseData ),
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"Enables/Disables the object rendering and functionality in the scene.");
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addField( "color", TypeColorF, Offset( mColor, afxT3DLightBaseData ),
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"Changes the base color hue of the light.");
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addField( "brightness", TypeF32, Offset( mBrightness, afxT3DLightBaseData ),
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"Adjusts the lights power, 0 being off completely.");
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addField( "castShadows", TypeBool, Offset( mCastShadows, afxT3DLightBaseData ),
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"Enables/disables shadow casts by this light.");
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addField( "priority", TypeF32, Offset( mPriority, afxT3DLightBaseData ),
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"Used for sorting of lights by the light manager. Priority determines if a light "
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"has a stronger effect than, those with a lower value");
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addField( "localRenderViz", TypeBool, Offset( mLocalRenderViz, afxT3DLightBaseData ),
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"Enables/disables a semi-transparent geometry to help visualize the light's "
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"range and placement.");
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endGroup( "Light" );
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addGroup( "Light Animation" );
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addField( "animate", TypeBool, Offset( mAnimState.active, afxT3DLightBaseData ),
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"Toggles animation for the light on and off");
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addField( "animationType", TYPEID<LightAnimData>(), Offset( mAnimationData, afxT3DLightBaseData ),
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"Datablock containing light animation information (LightAnimData)");
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addField( "animationPeriod", TypeF32, Offset( mAnimState.animationPeriod, afxT3DLightBaseData ),
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"The length of time in seconds for a single playback of the light animation");
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addField( "animationPhase", TypeF32, Offset( mAnimState.animationPhase, afxT3DLightBaseData ),
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"The phase used to offset the animation start time to vary the animation of "
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"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, afxT3DLightBaseData ),
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"Datablock containing light flare information (LightFlareData)");
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addField( "flareScale", TypeF32, Offset( mFlareScale, afxT3DLightBaseData ),
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"Globally scales all features of the light flare");
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endGroup( "Misc" );
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/*
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// Now inject any light manager specific fields.
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LightManager::initLightFields();
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*/
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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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}
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bool afxT3DLightBaseData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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void afxT3DLightBaseData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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// note: BitStream's overloaded write() for LinearColorF will convert
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// to ColorI for transfer and then back to LinearColorF. This is fine
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// for most color usage but for lighting colors we want to preserve
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// "pushed" color values which may be greater than 1.0 so the color
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// is instead sent as individual color primaries.
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stream->write( mColor.red );
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stream->write( mColor.green );
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stream->write( mColor.blue );
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stream->write( mBrightness );
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stream->writeFlag( mCastShadows );
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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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writeDatablockID(stream, mAnimationData, mPacked);
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writeDatablockID(stream, mFlareData, mPacked);
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}
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void afxT3DLightBaseData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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stream->read( &mColor.red );
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stream->read( &mColor.green );
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stream->read( &mColor.blue );
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mColor.alpha = 1.0f;
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stream->read( &mBrightness );
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mCastShadows = 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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mAnimationData = (LightAnimData*)(uintptr_t)readDatablockID(stream);
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mFlareData = (LightFlareData*)(uintptr_t)readDatablockID(stream);
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do_id_convert = true;
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}
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bool afxT3DLightBaseData::preload(bool server, String &errorStr)
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{
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if (!Parent::preload(server, errorStr))
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return false;
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// Resolve objects transmitted from server
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if (!server)
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{
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if (do_id_convert)
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{
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SimObjectId anim_id = SimObjectId((uintptr_t)mAnimationData);
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if (anim_id != 0)
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{
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// try to convert id to pointer
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if (!Sim::findObject(anim_id, mAnimationData))
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{
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Con::errorf(ConsoleLogEntry::General,
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"afxT3DLightBaseData::preload() -- bad datablockId: 0x%x (animationType)",
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anim_id);
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}
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}
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SimObjectId flare_id = SimObjectId((uintptr_t)mFlareData);
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if (flare_id != 0)
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{
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// try to convert id to pointer
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if (!Sim::findObject(flare_id, mFlareData))
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{
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Con::errorf(ConsoleLogEntry::General,
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"afxT3DLightBaseData::preload() -- bad datablockId: 0x%x (flareType)",
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flare_id);
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}
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}
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do_id_convert = false;
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}
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}
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return true;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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