mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
289 lines
7.8 KiB
C++
289 lines
7.8 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 <typeinfo>
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#include "afx/arcaneFX.h"
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#include "T3D/pointLight.h"
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#include "afx/ce/afxPointLight_T3D.h"
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#include "afx/afxEffectDefs.h"
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#include "afx/afxEffectWrapper.h"
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#include "afx/afxChoreographer.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxEA_T3DPointLight
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class PointLightProxy;
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class afxEA_T3DPointLight : public afxEffectWrapper
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{
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typedef afxEffectWrapper Parent;
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afxT3DPointLightData* light_data;
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PointLightProxy* light;
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void do_runtime_substitutions();
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public:
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/*C*/ afxEA_T3DPointLight();
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/*D*/ ~afxEA_T3DPointLight();
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void ea_set_datablock(SimDataBlock*) override;
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bool ea_start() override;
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bool ea_update(F32 dt) override;
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void ea_finish(bool was_stopped) override;
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void ea_set_scope_status(bool flag) override;
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void onDeleteNotify(SimObject*) override;
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void getBaseColor(LinearColorF& color) override;
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bool ea_is_enabled() override { return true; }
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};
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//~~~~~~~~~~~~~~~~~~~~//
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class PointLightProxy : public PointLight
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{
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F32 mFade_amt;
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public:
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PointLightProxy() { mFade_amt = 1.0f; }
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void force_ghost()
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{
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mNetFlags.clear(Ghostable | ScopeAlways);
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mNetFlags.set(IsGhost);
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}
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void setFadeAmount(F32 fade_amt)
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{
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mFade_amt = fade_amt;
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mLight->setBrightness(mBrightness*fade_amt);
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}
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void updateTransform(const MatrixF& xfm)
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{
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mLight->setTransform(xfm);
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LightBase::setTransform(xfm);
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}
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void initWithDataBlock(const afxT3DPointLightData* db)
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{
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mRadius = db->mRadius;
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mColor = db->mColor;
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mBrightness = db->mBrightness;
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mCastShadows = db->mCastShadows;
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mPriority = db->mPriority;
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mFlareData = db->mFlareData;
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mAnimationData = db->mAnimationData;
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mAnimState.active = (mAnimationData != 0);
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mLocalRenderViz = db->mLocalRenderViz;
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mLight->setType( LightInfo::Point );
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mLight->setBrightness( db->mBrightness );
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mLight->setRange( db->mRadius );
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mLight->setColor( db->mColor );
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mLight->setCastShadows( db->mCastShadows );
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mLight->setPriority( db->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( db->mRadius, db->mRadius, db->mRadius );
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//_conformLights();
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}
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void setLiveColor(const LinearColorF& live_color)
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{
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mLight->setColor(live_color);
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}
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void submitLights(LightManager* lm, bool staticLighting) override
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{
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if (mAnimState.active && mAnimationData && mFade_amt < 1.0f)
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{
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F32 mBrightness_save = mBrightness;
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mBrightness *= mFade_amt;
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PointLight::submitLights(lm, staticLighting);
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mBrightness = mBrightness_save;
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return;
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}
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PointLight::submitLights(lm, staticLighting);
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}
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};
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//~~~~~~~~~~~~~~~~~~~~//
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afxEA_T3DPointLight::afxEA_T3DPointLight()
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{
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light_data = 0;
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light = 0;
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}
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afxEA_T3DPointLight::~afxEA_T3DPointLight()
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{
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if (light)
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light->deleteObject();
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if (light_data && light_data->isTempClone())
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delete light_data;
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light_data = 0;
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}
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void afxEA_T3DPointLight::ea_set_datablock(SimDataBlock* db)
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{
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light_data = dynamic_cast<afxT3DPointLightData*>(db);
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}
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bool afxEA_T3DPointLight::ea_start()
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{
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if (!light_data)
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{
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Con::errorf("afxEA_T3DPointLight::ea_start() -- missing or incompatible datablock.");
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return false;
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}
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do_runtime_substitutions();
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// create and register effect
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light = new PointLightProxy();
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light->force_ghost();
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if (!light->registerObject())
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{
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delete light;
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light = 0;
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Con::errorf("afxEA_T3DPointLight::ea_update() -- effect failed to register.");
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return false;
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}
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deleteNotify(light);
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light->initWithDataBlock(light_data);
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return true;
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}
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bool afxEA_T3DPointLight::ea_update(F32 dt)
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{
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if (light)
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{
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#if 0 // AFX_T3D_DISABLED
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// With sgLightObject lights, the following code block would hook
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// the constraint object up to the light in case the light was
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// configured to exclude it from flare occusions. The code remains
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// here in case we need to implement the same feature for T3D light.
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afxConstraint* pos_cons = getPosConstraint();
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SceneObject* cons_obj = (pos_cons) ? pos_cons->getSceneObject() : 0;
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light->setConstraintObject(cons_obj);
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#endif
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light->setLiveColor(mUpdated_color);
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if (mDo_fades)
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light->setFadeAmount(mFade_value*mUpdated_scale.x);
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light->updateTransform(mUpdated_xfm);
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// scale should not be updated this way. It messes up the culling.
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//light->setScale(updated_scale);
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}
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return true;
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}
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void afxEA_T3DPointLight::ea_finish(bool was_stopped)
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{
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if (light)
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{
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light->deleteObject();
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light = 0;
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}
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}
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void afxEA_T3DPointLight::ea_set_scope_status(bool in_scope)
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{
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if (light)
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light->setLightEnabled(in_scope);
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}
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void afxEA_T3DPointLight::onDeleteNotify(SimObject* obj)
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{
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if (light == dynamic_cast<PointLight*>(obj))
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light = 0;
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Parent::onDeleteNotify(obj);
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}
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void afxEA_T3DPointLight::getBaseColor(LinearColorF& color)
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{
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if (light_data)
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color = light_data->mColor;
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}
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void afxEA_T3DPointLight::do_runtime_substitutions()
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{
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// only clone the datablock if there are substitutions
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if (light_data->getSubstitutionCount() > 0)
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{
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// clone the datablock and perform substitutions
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afxT3DPointLightData* orig_db = light_data;
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light_data = new afxT3DPointLightData(*orig_db, true);
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orig_db->performSubstitutions(light_data, mChoreographer, mGroup_index);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxEA_T3DPointLightDesc : public afxEffectAdapterDesc, public afxEffectDefs
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{
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static afxEA_T3DPointLightDesc desc;
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public:
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bool testEffectType(const SimDataBlock*) const override;
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bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const override;
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bool runsOnServer(const afxEffectWrapperData*) const override { return false; }
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bool runsOnClient(const afxEffectWrapperData*) const override { return true; }
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afxEffectWrapper* create() const override { return new afxEA_T3DPointLight; }
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};
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afxEA_T3DPointLightDesc afxEA_T3DPointLightDesc::desc;
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bool afxEA_T3DPointLightDesc::testEffectType(const SimDataBlock* db) const
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{
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return (typeid(afxT3DPointLightData) == typeid(*db));
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}
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bool afxEA_T3DPointLightDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
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{
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return (timing.lifetime < 0);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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