mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Many instances of a function or expression being used repeatedly, which can lower performance. Fixed it in these cases by creating on local var, reference or pointer that's used instead.
1087 lines
No EOL
31 KiB
C++
1087 lines
No EOL
31 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 "lighting/common/sceneLighting.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "console/engineAPI.h"
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#include "console/consoleTypes.h"
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#include "scene/sceneManager.h"
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#include "lighting/common/shadowVolumeBSP.h"
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#include "T3D/shapeBase.h"
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#include "gui/core/guiCanvas.h"
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#include "ts/tsShape.h"
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#include "ts/tsShapeInstance.h"
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#include "T3D/staticShape.h"
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#include "T3D/tsStatic.h"
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#include "collision/concretePolyList.h"
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#include "lighting/lightingInterfaces.h"
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#include "terrain/terrData.h"
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#include "platform/platformVolume.h"
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#include "core/stream/fileStream.h"
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#include "core/crc.h"
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namespace
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{
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bool gTerminateLighting = false;
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F32 gLightingProgress = 0.0f;
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char * gCompleteCallback = NULL;
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U32 gConnectionMissionCRC = 0xffffffff;
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}
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SceneLighting *gLighting = NULL;
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F32 gParellelVectorThresh = 0.01f;
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F32 gPlaneNormThresh = 0.999f;
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F32 gPlaneDistThresh = 0.001f;
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void SceneLighting::sgNewEvent(U32 light, S32 object, U32 event)
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{
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Sim::postEvent(this, new sgSceneLightingProcessEvent(light, object, event), Sim::getTargetTime() + 1);
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// Paint canvas here?
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}
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//-----------------------------------------------
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/*
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* Called once per scenelighting - entry point for event system
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*/
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void SceneLighting::sgLightingStartEvent()
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{
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Con::printf("");
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Con::printf("Starting scene lighting...");
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sgTimeTemp2 = Platform::getRealMilliseconds();
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// clear interior light maps
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for(ObjectProxy **proxyItr = mSceneObjects.begin(); proxyItr != mSceneObjects.end(); proxyItr++)
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{
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ObjectProxy* objprox;
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objprox = *proxyItr;
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// is there an object?
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if(!objprox->getObject())
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{
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AssertFatal(0, "SceneLighting:: missing sceneobject on light start");
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Con::errorf(ConsoleLogEntry::General, " SceneLighting:: missing sceneobject on light start");
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continue;
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}
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objprox->processLightingStart();
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}
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sgNewEvent(0, 0, sgSceneLightingProcessEvent::sgTGEPassSetupEventType);
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//sgNewEvent(0, 0, sgSceneLightingProcessEvent::sgSGPassSetupEventType);
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}
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/*
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* Called once per scenelighting - exit from event system
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*/
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void SceneLighting::sgLightingCompleteEvent()
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{
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Vector<TerrainBlock *> terrBlocks;
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// initialize the objects for lighting
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for(ObjectProxy ** proxyItr = mSceneObjects.begin(); proxyItr != mSceneObjects.end(); proxyItr++)
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{
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ObjectProxy* objprox = *proxyItr;
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TerrainBlock *terr = dynamic_cast<TerrainBlock *>(objprox->getObject());
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if (terr)
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terrBlocks.push_back(terr);
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}
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for (S32 i = 0; i < terrBlocks.size(); i++)
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terrBlocks[i]->postLight(terrBlocks);
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// save out the lighting?
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if(Con::getBoolVariable("$sceneLighting::cacheLighting", true))
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{
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if(!savePersistInfo(mFileName))
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Con::errorf(ConsoleLogEntry::General, "SceneLighting::light: unable to persist lighting!");
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else
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Con::printf("Successfully saved mission lighting file: '%s'", mFileName);
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}
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Con::printf("Scene lighting complete (%3.3f seconds)", (Platform::getRealMilliseconds()-sgTimeTemp2)/1000.f);
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Con::printf("//-----------------------------------------------");
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Con::printf("");
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completed(true);
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deleteObject();
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}
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//-----------------------------------------------
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/*
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* Called once per scenelighting - used for prepping the
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* event system for TGE style scenelighting
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*/
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void SceneLighting::sgTGEPassSetupEvent()
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{
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Con::printf(" Starting TGE based scene lighting...");
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sgNewEvent(0, 0, sgSceneLightingProcessEvent::sgTGELightStartEventType);
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}
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/*
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* Called once per light - used for calling preLight on all objects
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* Only TGE lights call prelight and continue on to the process event
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*/
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void SceneLighting::sgTGELightStartEvent(U32 light)
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{
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// catch bad light index and jump to complete event
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if(light >= mLights.size())
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{
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sgNewEvent(light, 0, sgSceneLightingProcessEvent::sgTGELightCompleteEventType);
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return;
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}
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// can we use the light?
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if(mLights[light]->getType() != LightInfo::Vector)
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{
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sgNewEvent((light+1), 0, sgSceneLightingProcessEvent::sgTGELightStartEventType);
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return;
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}
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// process pre-lighting
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Con::printf(" Lighting with light #%d (TGE vector light)...", (light+1));
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LightInfo *lightobj = mLights[light];
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mLitObjects.clear();
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for(ObjectProxy **proxyItr = mSceneObjects.begin(); proxyItr != mSceneObjects.end(); proxyItr++)
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{
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ObjectProxy* objprox = *proxyItr;
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// is there an object?
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if(!objprox->getObject())
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{
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AssertFatal(0, "SceneLighting:: missing sceneobject on light start");
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Con::errorf(ConsoleLogEntry::General, " SceneLighting:: missing sceneobject on light start");
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continue;
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}
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if (objprox->tgePreLight(lightobj))
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mLitObjects.push_back(objprox);
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}
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// kick off lighting
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sgNewEvent(light, 0, sgSceneLightingProcessEvent::sgTGELightProcessEventType);
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}
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/*
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* Called once for each TGE light and object - used for calling light on an object
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*/
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void SceneLighting::sgTGELightProcessEvent(U32 light, S32 object)
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{
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// catch bad light or object index
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if((light >= mLights.size()) || (object >= mLitObjects.size()))
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{
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sgNewEvent(light, 0, sgSceneLightingProcessEvent::sgTGELightCompleteEventType);
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return;
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}
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//process object and light
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S32 time = Platform::getRealMilliseconds();
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// light object
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LightInfo* li = mLights[light];
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mLitObjects[object]->processTGELightProcessEvent(object, mLitObjects.size(), li);
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sgTGESetProgress(light, object);
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Con::printf(" Object lighting complete (%3.3f seconds)", (Platform::getRealMilliseconds()-time)/1000.f);
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// kick off next object event
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sgNewEvent(light, (object+1), sgSceneLightingProcessEvent::sgTGELightProcessEventType);
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}
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/*
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* Called once per TGE light - used for calling postLight on all objects
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*/
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void SceneLighting::sgTGELightCompleteEvent(U32 light)
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{
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// catch bad light index and move to the next pass event
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if(light >= mLights.size())
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{
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sgTGESetProgress(mLights.size(), mLitObjects.size());
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Con::printf(" TGE based scene lighting complete (%3.3f seconds)", (Platform::getRealMilliseconds()-sgTimeTemp2)/1000.f);
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sgNewEvent(0, 0, sgSceneLightingProcessEvent::sgSGPassSetupEventType);
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//sgNewEvent(0, 0, sgSceneLightingProcessEvent::sgLightingCompleteEventType);
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return;
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}
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// process post-lighting
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// don't do this, SG lighting events will copy terrain light map...
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/*bool islast = (light == (mLights.size() - 1));
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for(U32 o=0; o<mLitObjects.size(); o++)
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{
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if(dynamic_cast<TerrainProxy *>(mLitObjects[o]))
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mLitObjects[o]->postLight(islast);
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}*/
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// kick off next light event
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sgNewEvent((light+1), 0, sgSceneLightingProcessEvent::sgTGELightStartEventType);
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}
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void SceneLighting::sgTGESetProgress(U32 light, S32 object)
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{
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// TGE is light based...
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F32 val = (F32)(light * mLitObjects.size()) + object;
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F32 total = (F32)(mLights.size() * mLitObjects.size());
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if(total == 0.0f)
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return;
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val = getMin(val, total);
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// two passes...
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total *= 2.0f;
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gLightingProgress = val / total;
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}
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//-----------------------------------------------
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/*
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* Called once per scenelighting - used for prepping the
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* event system for SG style scenelighting
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*/
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void SceneLighting::sgSGPassSetupEvent()
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{
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mLitObjects.clear();
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for(ObjectProxy **proxyItr = mSceneObjects.begin(); proxyItr != mSceneObjects.end(); proxyItr++)
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{
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// is there an object?
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if(!(*proxyItr)->getObject())
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{
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AssertFatal(0, "SceneLighting:: missing sceneobject on light start");
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Con::errorf(ConsoleLogEntry::General, " SceneLighting:: missing sceneobject on light start");
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continue;
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}
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// add all lights
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mLitObjects.push_back(*proxyItr);
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}
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sgNewEvent(0, 0, sgSceneLightingProcessEvent::sgSGObjectStartEventType);
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}
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/*
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* Called once per object - used for calling preLight on all SG lights
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*/
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void SceneLighting::sgSGObjectStartEvent(S32 object)
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{
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// catch bad light index and jump to complete event
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if(object >= mLitObjects.size())
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{
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sgNewEvent(0, object, sgSceneLightingProcessEvent::sgSGObjectCompleteEventType);
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return;
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}
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ObjectProxy *obj = mLitObjects[object];
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bool bHandled = obj->processStartObjectLightingEvent(object, mLitObjects.size());
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if (!bHandled)
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{
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Con::printf(" Lighting object %d of %d... %s: %s", (object+1), mLitObjects.size(), obj->getObject()->getClassName(), obj->getObject()->getName());
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}
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for(U32 i=0; i<mLights.size(); i++)
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{
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// can we use the light?
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LightInfo *lightobj = mLights[i];
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//if((lightobj->mType == LightInfo::SGStaticPoint) || (lightobj->mType == LightInfo::SGStaticSpot))
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obj->preLight(lightobj);
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}
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sgTimeTemp = Platform::getRealMilliseconds();
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// kick off lighting
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// this is slow with multiple objects...
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//sgNewEvent(0, object, sgSceneLightingProcessEvent::sgSGObjectProcessEventType);
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// jump right to the method...
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sgSGObjectProcessEvent(0, object);
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}
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/*
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* Called once per object and SG light - used for calling light on an object
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*/
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void SceneLighting::sgSGObjectProcessEvent(U32 light, S32 object)
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{
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// catch bad light or object index
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if((light >= mLights.size()) || (object >= mLitObjects.size()))
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{
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// this is slow with multiple objects...
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//sgNewEvent(0, object, sgSceneLightingProcessEvent::sgSGObjectCompleteEventType);
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// jump right to the method...
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sgSGObjectCompleteEvent(object);
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return;
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}
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// avoid the event overhead...
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// 80 lights == 0.6 seconds an interior without ANY lighting (events only)...
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U32 time = Platform::getRealMilliseconds();
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ObjectProxy* objprox = mLitObjects[object];
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while((light < mLights.size()) && ((Platform::getRealMilliseconds() - time) < 500))
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{
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// can we use the light?
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LightInfo *lightobj = mLights[light];
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objprox->processSGObjectProcessEvent(lightobj);
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sgSGSetProgress(light, object);
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light++;
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}
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light--;
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// kick off next light event
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sgNewEvent((light+1), object, sgSceneLightingProcessEvent::sgSGObjectProcessEventType);
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}
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/*
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* Called once per object - used for calling postLight on all SG lights
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*/
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void SceneLighting::sgSGObjectCompleteEvent(S32 object)
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{
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// catch bad light index and move to the next pass event
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if(object >= mLitObjects.size())
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{
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sgSGSetProgress(mLights.size(), mLitObjects.size());
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sgNewEvent(0, 0, sgSceneLightingProcessEvent::sgLightingCompleteEventType);
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return;
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}
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// process post-lighting
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Con::printf(" Object lighting complete (%3.3f seconds)", (Platform::getRealMilliseconds()-sgTimeTemp)/1000.f);
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// in case Atlas turned off rendering...
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GFX->setAllowRender(true);
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// only the last light does something
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mLitObjects[object]->postLight(true);
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/*ObjectProxy *obj = mLitObjects[object];
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for(U32 i=0; i<mLights.size(); i++)
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{
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// can we use the light?
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LightInfo *lightobj = mLights[i];
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if((lightobj->mType == LightInfo::SGStaticPoint) || (lightobj->mType == LightInfo::SGStaticSpot))
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obj->postLight((i == (mLights.size() - 1)));
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}*/
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// kick off next light event
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// this is slow with multiple objects...
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//sgNewEvent(0, (object+1), sgSceneLightingProcessEvent::sgSGObjectStartEventType);
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// jump right to the method...
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sgSGObjectStartEvent((object+1));
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}
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void SceneLighting::sgSGSetProgress(U32 light, S32 object)
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{
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// SG is object based...
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F32 val = (F32)((object * mLights.size()) + light);
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F32 total = (F32)(mLights.size() * mLitObjects.size());
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if(total == 0.0f)
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return;
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val = getMin(val, total);
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// two passes...
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total *= 2.0f;
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gLightingProgress = (val / total) + 0.5f;
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}
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//-----------------------------------------------
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void SceneLighting::processEvent(U32 light, S32 object)
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{
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sgNewEvent(light, object, sgSceneLightingProcessEvent::sgLightingStartEventType);
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}
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//-----------------------------------------------
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SceneLighting::SceneLighting(AvailableSLInterfaces* lightingInterfaces)
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{
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mLightingInterfaces = lightingInterfaces;
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mStartTime = 0;
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mFileName[0] = '\0';
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mSceneManager = NULL;
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// Registering vars more than once doesn't hurt anything.
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Con::addVariable("$sceneLighting::terminateLighting", TypeBool, &gTerminateLighting);
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Con::addVariable("$sceneLighting::lightingProgress", TypeF32, &gLightingProgress);
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mLightingInterfaces->initInterfaces();
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}
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SceneLighting::~SceneLighting()
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{
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gLighting = NULL;
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gLightingProgress = 0.0f;
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ObjectProxy ** proxyItr;
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for(proxyItr = mSceneObjects.begin(); proxyItr != mSceneObjects.end(); proxyItr++)
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delete *proxyItr;
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}
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void SceneLighting::getMLName(const char* misName, const U32 missionCRC, const U32 buffSize, char* filenameBuffer)
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{
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dSprintf(filenameBuffer, buffSize, "%s_%x.ml", misName, missionCRC);
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}
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bool SceneLighting::light(BitSet32 flags)
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{
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if(!mSceneManager)
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return(false);
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mStartTime = Platform::getRealMilliseconds();
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// Register static lights
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if (!LIGHTMGR)
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return false; // This world doesn't need lighting.
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LIGHTMGR->registerGlobalLights(NULL,true);
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// Notify each system factory that we are beginning to light
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for(SceneLightingInterface** sitr = mLightingInterfaces->mAvailableSystemInterfaces.begin(); sitr != mLightingInterfaces->mAvailableSystemInterfaces.end(); sitr++)
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{
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SceneLightingInterface* si = (*sitr);
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si->processLightingBegin();
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}
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// grab all the lights
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mLights.clear();
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LIGHTMGR->getAllUnsortedLights(&mLights);
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LIGHTMGR->unregisterAllLights();
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if(!mLights.size())
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return(false);
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// get all the objects and create proxy's for them
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SimpleQueryList objects;
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gClientContainer.findObjects(mLightingInterfaces->mAvailableObjectTypes, &SimpleQueryList::insertionCallback, &objects);
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for(SceneObject ** itr = objects.mList.begin(); itr != objects.mList.end(); itr++)
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{
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ObjectProxy * proxy = NULL;
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SceneObject* obj = *itr;
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if (!obj)
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continue;
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// Create the right chunk for the system
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for(SceneLightingInterface** sitr = mLightingInterfaces->mAvailableSystemInterfaces.begin();
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sitr != mLightingInterfaces->mAvailableSystemInterfaces.end() && proxy == NULL; sitr++)
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{
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SceneLightingInterface* si = (*sitr);
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proxy = si->createObjectProxy(obj, &mSceneObjects);
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}
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if (proxy)
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{
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if(!proxy->calcValidation())
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{
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Con::errorf(ConsoleLogEntry::General, "Failed to calculate validation info for object. Skipped.");
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delete proxy;
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continue;
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}
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if(!proxy->loadResources())
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{
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Con::errorf(ConsoleLogEntry::General, "Failed to load resources for object. Skipped.");
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delete proxy;
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continue;
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}
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|
|
|
mSceneObjects.push_back(proxy);
|
|
}
|
|
}
|
|
|
|
if(!mSceneObjects.size())
|
|
return(false);
|
|
|
|
// grab the missions crc
|
|
U32 missionCRC = calcMissionCRC();
|
|
|
|
// remove the '.mis' extension from the mission name
|
|
char misName[256];
|
|
dSprintf(misName, sizeof(misName), "%s", Con::getVariable("$Client::MissionFile"));
|
|
char * dot = dStrstr((const char*)misName, ".mis");
|
|
if(dot)
|
|
*dot = '\0';
|
|
|
|
// get the mission name
|
|
getMLName(misName, missionCRC, 1023, mFileName);
|
|
|
|
// check for some persisted data, check if being forced..
|
|
if(!flags.test(ForceAlways|ForceWritable))
|
|
{
|
|
if(loadPersistInfo(mFileName))
|
|
{
|
|
Con::printf(" Successfully loaded mission lighting file: '%s'", mFileName);
|
|
|
|
// touch this file...
|
|
if(!Platform::FS::Touch(mFileName))
|
|
Con::warnf(" Failed to touch file '%s'. File may be read only.", mFileName);
|
|
|
|
return(false);
|
|
}
|
|
|
|
// texture manager must have lighting complete now
|
|
if(flags.test(LoadOnly))
|
|
{
|
|
Con::errorf(ConsoleLogEntry::General, "Failed to load mission lighting!");
|
|
return(false);
|
|
}
|
|
}
|
|
|
|
// don't light if file is read-only?
|
|
if(!flags.test(ForceAlways))
|
|
{
|
|
FileStream stream;
|
|
|
|
stream.open( mFileName, Torque::FS::File::Write );
|
|
|
|
if(stream.getStatus() != Stream::Ok)
|
|
{
|
|
Con::errorf(ConsoleLogEntry::General, "SceneLighting::Light: Failed to light mission. File '%s' cannot be written to.", mFileName);
|
|
return(false);
|
|
}
|
|
}
|
|
|
|
// initialize the objects for lighting
|
|
for(ObjectProxy ** proxyItr = mSceneObjects.begin(); proxyItr != mSceneObjects.end(); proxyItr++)
|
|
(*proxyItr)->init();
|
|
|
|
// get things started
|
|
Sim::postEvent(this, new sgSceneLightingProcessEvent(0, -1,
|
|
sgSceneLightingProcessEvent::sgLightingStartEventType), Sim::getTargetTime() + 1);
|
|
|
|
return(true);
|
|
}
|
|
|
|
void SceneLighting::completed(bool success)
|
|
{
|
|
// process the cached lighting files
|
|
processCache();
|
|
|
|
// Notify each system factory that we are have lit!
|
|
for(SceneLightingInterface** sitr = mLightingInterfaces->mAvailableSystemInterfaces.begin(); sitr != mLightingInterfaces->mAvailableSystemInterfaces.end(); sitr++)
|
|
{
|
|
SceneLightingInterface* si = (*sitr);
|
|
si->processLightingCompleted(success);
|
|
}
|
|
|
|
if(gCompleteCallback && gCompleteCallback[0])
|
|
Con::executef((const char*)gCompleteCallback);
|
|
|
|
dFree(gCompleteCallback);
|
|
gCompleteCallback = NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Static access method: there can be only one SceneLighting object
|
|
bool SceneLighting::lightScene(const char * callback, BitSet32 flags)
|
|
{
|
|
if(gLighting)
|
|
{
|
|
Con::errorf(ConsoleLogEntry::General, "Lighting is already in progress!");
|
|
return false;
|
|
}
|
|
|
|
// register the object
|
|
if(!registerObject())
|
|
{
|
|
AssertFatal(0, "SceneLighting:: Unable to register SceneLighting object!");
|
|
Con::errorf(ConsoleLogEntry::General, "SceneLighting:: Unable to register SceneLighting object!");
|
|
delete this;
|
|
return(false);
|
|
}
|
|
|
|
// could have interior resources but no instances (hey, got this far didnt we...)
|
|
GameConnection * con = dynamic_cast<GameConnection*>(NetConnection::getConnectionToServer());
|
|
if(!con)
|
|
{
|
|
Con::errorf(ConsoleLogEntry::General, "SceneLighting:: no GameConnection");
|
|
return(false);
|
|
}
|
|
con->addObject(this);
|
|
|
|
// set the globals
|
|
gLighting = this;
|
|
gTerminateLighting = false;
|
|
gLightingProgress = 0.0f;
|
|
if (gCompleteCallback)
|
|
dFree(gCompleteCallback);
|
|
gCompleteCallback = dStrdup(callback);
|
|
gConnectionMissionCRC = con->getMissionCRC();
|
|
|
|
// assumes we are in the world that needs lighting...
|
|
mSceneManager = gClientSceneGraph;
|
|
|
|
if(!light(flags))
|
|
{
|
|
completed(true);
|
|
deleteObject();
|
|
return(false);
|
|
}
|
|
return(true);
|
|
}
|
|
|
|
bool SceneLighting::isLighting()
|
|
{
|
|
return(bool(gLighting));
|
|
}
|
|
|
|
/// adds TSStatic objects as shadow casters.
|
|
void SceneLighting::addStatic(ShadowVolumeBSP *shadowVolume,
|
|
SceneObject *sceneobject, LightInfo *light, S32 level)
|
|
{
|
|
if (!sceneobject)
|
|
return;
|
|
|
|
if(light->getType() != LightInfo::Vector)
|
|
return;
|
|
|
|
ConcretePolyList polylist;
|
|
const Box3F box;
|
|
const SphereF sphere;
|
|
sceneobject->buildPolyList(PLC_Collision, &polylist, box, sphere);
|
|
|
|
// retrieve the poly list (uses the collision mesh)...
|
|
//sobj->sgAdvancedStaticOptionsData.sgBuildPolyList(sobj, &polylist);
|
|
|
|
S32 i, count, vertind[3];
|
|
ConcretePolyList::Poly *poly;
|
|
|
|
count = polylist.mPolyList.size();
|
|
|
|
// add the polys to the shadow volume...
|
|
for(i=0; i<count; i++)
|
|
{
|
|
poly = (ConcretePolyList::Poly *)&polylist.mPolyList[i];
|
|
AssertFatal((poly->vertexCount == 3), "Hmmm... vert count is greater than 3.");
|
|
|
|
vertind[0] = polylist.mIndexList[poly->vertexStart];
|
|
vertind[1] = polylist.mIndexList[poly->vertexStart + 1];
|
|
vertind[2] = polylist.mIndexList[poly->vertexStart + 2];
|
|
|
|
if(mDot(PlaneF(polylist.mVertexList[vertind[0]], polylist.mVertexList[vertind[1]],
|
|
polylist.mVertexList[vertind[2]]), light->getDirection()) < gParellelVectorThresh)
|
|
{
|
|
ShadowVolumeBSP::SVPoly *svpoly = shadowVolume->createPoly();
|
|
svpoly->mWindingCount = 3;
|
|
|
|
svpoly->mWinding[0].set(polylist.mVertexList[vertind[0]]);
|
|
svpoly->mWinding[1].set(polylist.mVertexList[vertind[1]]);
|
|
svpoly->mWinding[2].set(polylist.mVertexList[vertind[2]]);
|
|
svpoly->mPlane = PlaneF(svpoly->mWinding[0], svpoly->mWinding[1], svpoly->mWinding[2]);
|
|
svpoly->mPlane.neg();
|
|
|
|
shadowVolume->buildPolyVolume(svpoly, light);
|
|
shadowVolume->insertPoly(svpoly);
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
bool SceneLighting::verifyMissionInfo(PersistInfo::PersistChunk * chunk)
|
|
{
|
|
PersistInfo::MissionChunk * info = dynamic_cast<PersistInfo::MissionChunk*>(chunk);
|
|
if(!info)
|
|
return(false);
|
|
|
|
PersistInfo::MissionChunk curInfo;
|
|
if(!getMissionInfo(&curInfo))
|
|
return(false);
|
|
|
|
return(curInfo.mChunkCRC == info->mChunkCRC);
|
|
}
|
|
|
|
bool SceneLighting::getMissionInfo(PersistInfo::PersistChunk * chunk)
|
|
{
|
|
PersistInfo::MissionChunk * info = dynamic_cast<PersistInfo::MissionChunk*>(chunk);
|
|
if(!info)
|
|
return(false);
|
|
|
|
info->mChunkCRC = gConnectionMissionCRC ^ PersistInfo::smFileVersion;
|
|
return(true);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
bool SceneLighting::loadPersistInfo(const char * fileName)
|
|
{
|
|
FileStream stream;
|
|
|
|
stream.open( fileName, Torque::FS::File::Read );
|
|
|
|
if(stream.getStatus() != Stream::Ok)
|
|
return false;
|
|
|
|
PersistInfo persistInfo;
|
|
bool success = persistInfo.read(stream);
|
|
stream.close();
|
|
if(!success)
|
|
return(false);
|
|
|
|
// verify the mission chunk
|
|
if(!verifyMissionInfo(persistInfo.mChunks[0]))
|
|
return(false);
|
|
|
|
// Create the right chunk for the system
|
|
for(SceneLightingInterface** sitr = mLightingInterfaces->mAvailableSystemInterfaces.begin(); sitr != mLightingInterfaces->mAvailableSystemInterfaces.end(); sitr++)
|
|
{
|
|
SceneLightingInterface* si = (*sitr);
|
|
if (!si->postProcessLoad(&persistInfo, &mSceneObjects))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if(mSceneObjects.size() != (persistInfo.mChunks.size() - 1))
|
|
return(false);
|
|
|
|
Vector<PersistInfo::PersistChunk*> chunks;
|
|
|
|
// ensure that the scene objects are in the same order as the chunks
|
|
// - different instances will depend on this
|
|
U32 i;
|
|
for(i = 0; i < mSceneObjects.size(); i++)
|
|
{
|
|
// 0th chunk is the mission chunk
|
|
U32 chunkIdx = i+1;
|
|
if(chunkIdx >= persistInfo.mChunks.size())
|
|
return(false);
|
|
|
|
if(!mSceneObjects[i]->isValidChunk(persistInfo.mChunks[chunkIdx]))
|
|
return(false);
|
|
chunks.push_back(persistInfo.mChunks[chunkIdx]);
|
|
}
|
|
|
|
// get the objects to load in the persisted chunks
|
|
for(i = 0; i < mSceneObjects.size(); i++)
|
|
if(!mSceneObjects[i]->setPersistInfo(chunks[i]))
|
|
return(false);
|
|
|
|
return(true);
|
|
}
|
|
|
|
bool SceneLighting::savePersistInfo(const char * fileName)
|
|
{
|
|
// open the file
|
|
FileStream file;
|
|
file.open( fileName, Torque::FS::File::Write );
|
|
|
|
if(file.getStatus() != Stream::Ok)
|
|
return false;
|
|
|
|
PersistInfo persistInfo;
|
|
|
|
// add in the mission chunk
|
|
persistInfo.mChunks.push_back(new PersistInfo::MissionChunk);
|
|
|
|
// get the mission info, will return false when there are 0 lights
|
|
if(!getMissionInfo(persistInfo.mChunks[0]))
|
|
return(false);
|
|
|
|
// get all the persist chunks
|
|
bool bChunkFound;
|
|
for(U32 i = 0; i < mSceneObjects.size(); i++)
|
|
{
|
|
bChunkFound = false;
|
|
// Create the right chunk for the system
|
|
for(SceneLightingInterface** sitr = mLightingInterfaces->mAvailableSystemInterfaces.begin(); sitr != mLightingInterfaces->mAvailableSystemInterfaces.end() && !bChunkFound; sitr++)
|
|
{
|
|
SceneLightingInterface* si = (*sitr);
|
|
PersistInfo::PersistChunk* chunk;
|
|
if (si->createPersistChunkFromProxy(mSceneObjects[i], &chunk))
|
|
{
|
|
if (chunk)
|
|
{
|
|
persistInfo.mChunks.push_back(chunk);
|
|
bChunkFound = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make sure the chunk worked.
|
|
if (!mSceneObjects[i]->getPersistInfo(persistInfo.mChunks.last()))
|
|
return false;
|
|
}
|
|
|
|
if(!persistInfo.write(file))
|
|
return(false);
|
|
|
|
file.close();
|
|
|
|
return(true);
|
|
}
|
|
|
|
struct CacheEntry {
|
|
Torque::FS::FileNodeRef mFileObject;
|
|
const char *mFileName;
|
|
|
|
CacheEntry() {
|
|
mFileName = 0;
|
|
};
|
|
};
|
|
|
|
// object list sort methods: want list in reverse
|
|
static S32 QSORT_CALLBACK minSizeSort(const void * p1, const void * p2)
|
|
{
|
|
const CacheEntry * entry1 = (const CacheEntry *)p1;
|
|
const CacheEntry * entry2 = (const CacheEntry *)p2;
|
|
|
|
return(entry2->mFileObject->getSize() - entry1->mFileObject->getSize());
|
|
}
|
|
|
|
static S32 QSORT_CALLBACK maxSizeSort(const void * p1, const void * p2)
|
|
{
|
|
const CacheEntry * entry1 = (const CacheEntry *)p1;
|
|
const CacheEntry * entry2 = (const CacheEntry *)p2;
|
|
|
|
return(entry1->mFileObject->getSize() - entry2->mFileObject->getSize());
|
|
}
|
|
|
|
static S32 QSORT_CALLBACK lastCreatedSort(const void * p1, const void * p2)
|
|
{
|
|
const CacheEntry * entry1 = (const CacheEntry *)p1;
|
|
const CacheEntry * entry2 = (const CacheEntry *)p2;
|
|
|
|
FileTime create[2];
|
|
FileTime modify;
|
|
|
|
bool ret[2];
|
|
|
|
ret[0] = Platform::getFileTimes(entry1->mFileName, &create[0], &modify);
|
|
ret[1] = Platform::getFileTimes(entry2->mFileName, &create[1], &modify);
|
|
|
|
// check return values
|
|
if(!ret[0] && !ret[1])
|
|
return(0);
|
|
if(!ret[0])
|
|
return(1);
|
|
if(!ret[1])
|
|
return(-1);
|
|
|
|
return(Platform::compareFileTimes(create[1], create[0]));
|
|
}
|
|
|
|
static S32 QSORT_CALLBACK lastModifiedSort(const void * p1, const void * p2)
|
|
{
|
|
const CacheEntry * entry1 = (const CacheEntry *)p1;
|
|
const CacheEntry * entry2 = (const CacheEntry *)p2;
|
|
|
|
FileTime create;
|
|
FileTime modify[2];
|
|
|
|
bool ret[2];
|
|
|
|
ret[0] = Platform::getFileTimes(entry1->mFileName, &create, &modify[0]);
|
|
ret[1] = Platform::getFileTimes(entry2->mFileName, &create, &modify[1]);
|
|
|
|
// check return values
|
|
if(!ret[0] && !ret[1])
|
|
return(0);
|
|
if(!ret[0])
|
|
return(1);
|
|
if(!ret[1])
|
|
return(-1);
|
|
|
|
return(Platform::compareFileTimes(modify[1], modify[0]));
|
|
}
|
|
|
|
void SceneLighting::processCache()
|
|
{
|
|
// get size in kb
|
|
S32 quota = Con::getIntVariable("$sceneLighting::cacheSize", -1);
|
|
|
|
Vector<CacheEntry> files;
|
|
|
|
Vector<String> fileNames;
|
|
Torque::FS::FindByPattern(Torque::Path(Platform::getMainDotCsDir()), "*.ml", true, fileNames);
|
|
|
|
S32 curCacheSize = 0;
|
|
|
|
for(S32 i = 0;i < fileNames.size();++i)
|
|
{
|
|
if(! Torque::FS::IsFile(fileNames[i]))
|
|
continue;
|
|
|
|
Torque::FS::FileNodeRef fileNode = Torque::FS::GetFileNode(fileNames[i]);
|
|
if(fileNode == NULL)
|
|
continue;
|
|
|
|
if(dStrstr(fileNames[i], mFileName) == 0)
|
|
{
|
|
// Don't allow the current file to be removed
|
|
CacheEntry entry;
|
|
entry.mFileObject = fileNode;
|
|
entry.mFileName = StringTable->insert(fileNames[i]);
|
|
files.push_back(entry);
|
|
}
|
|
else
|
|
curCacheSize += fileNode->getSize();
|
|
}
|
|
|
|
// remove old files
|
|
for(S32 i = files.size() - 1; i >= 0; i--)
|
|
{
|
|
FileStream *stream;
|
|
if((stream = FileStream::createAndOpen( files[i].mFileObject->getName(), Torque::FS::File::Read )) == NULL)
|
|
continue;
|
|
|
|
// read in the version
|
|
U32 version;
|
|
bool ok = (stream->read(&version) && (version == PersistInfo::smFileVersion));
|
|
delete stream;
|
|
|
|
// ok?
|
|
if(ok)
|
|
continue;
|
|
|
|
// no sneaky names
|
|
if(!dStrstr(files[i].mFileName, ".."))
|
|
{
|
|
Con::warnf("Removing old lighting file '%s'.", files[i].mFileName);
|
|
dFileDelete(files[i].mFileName);
|
|
}
|
|
|
|
files.pop_back();
|
|
}
|
|
|
|
// no size restriction?
|
|
if(quota == -1 || !files.size())
|
|
return;
|
|
|
|
for(U32 i = 0; i < files.size(); i++)
|
|
curCacheSize += files[i].mFileObject->getSize();
|
|
|
|
// need to remove?
|
|
if(quota > (curCacheSize >> 10))
|
|
return;
|
|
|
|
// sort the entries by the correct method
|
|
const char * purgeMethod = Con::getVariable("$sceneLighting::purgeMethod");
|
|
if(!purgeMethod)
|
|
purgeMethod = "";
|
|
|
|
// determine the method (default to least recently used)
|
|
if(!dStricmp(purgeMethod, "minSize"))
|
|
dQsort(files.address(), files.size(), sizeof(CacheEntry), minSizeSort);
|
|
else if(!dStricmp(purgeMethod, "maxSize"))
|
|
dQsort(files.address(), files.size(), sizeof(CacheEntry), maxSizeSort);
|
|
else if(!dStricmp(purgeMethod, "lastCreated"))
|
|
dQsort(files.address(), files.size(), sizeof(CacheEntry), lastCreatedSort);
|
|
else
|
|
dQsort(files.address(), files.size(), sizeof(CacheEntry), lastModifiedSort);
|
|
|
|
// go through and remove the best candidate first (sorted reverse)
|
|
while(((curCacheSize >> 10) > quota) && files.size())
|
|
{
|
|
CacheEntry& lastFile = files.last();
|
|
curCacheSize -= lastFile.mFileObject->getSize();
|
|
|
|
// no sneaky names
|
|
if (!dStrstr(lastFile.mFileName, ".."))
|
|
{
|
|
Con::warnf("Removing lighting file '%s'.", lastFile.mFileName);
|
|
dFileDelete(lastFile.mFileName);
|
|
}
|
|
|
|
files.pop_back();
|
|
}
|
|
}
|
|
|
|
static S32 QSORT_CALLBACK compareS32(const void * a, const void * b)
|
|
{
|
|
return(*((S32 *)a) - *((S32 *)b));
|
|
}
|
|
|
|
U32 SceneLighting::calcMissionCRC()
|
|
{
|
|
// all the objects + mission chunk
|
|
Vector<U32> crc;
|
|
|
|
// grab the object crcs
|
|
for(U32 i = 0; i < mSceneObjects.size(); i++)
|
|
crc.push_back( mSceneObjects[i]->mChunkCRC );
|
|
|
|
// grab the missions crc
|
|
PersistInfo::MissionChunk curInfo;
|
|
getMissionInfo(&curInfo);
|
|
crc.push_back(curInfo.mChunkCRC);
|
|
|
|
// sort them (order may not have been preserved)
|
|
dQsort(crc.address(), crc.size(), sizeof(U32), compareS32);
|
|
|
|
#ifdef TORQUE_BIG_ENDIAN
|
|
// calculateCRC operates on 8-bit chunks of memory. The memory is a vector
|
|
// of U32's, and so the result will be different on big/little endian hardware.
|
|
// To fix this, swap endians on the CRC's in the vector. This must be done
|
|
// _after_ the qsort.
|
|
for( S32 i = 0; i < crc.size(); i++ )
|
|
crc[i] = endianSwap( crc[i] );
|
|
#endif
|
|
|
|
return(CRC::calculateCRC(crc.address(), sizeof(U32) * crc.size(), 0xffffffff));
|
|
}
|
|
|
|
bool SceneLighting::ObjectProxy::calcValidation()
|
|
{
|
|
mChunkCRC = getResourceCRC();
|
|
if(!mChunkCRC)
|
|
return(false);
|
|
|
|
return(true);
|
|
}
|
|
|
|
bool SceneLighting::ObjectProxy::isValidChunk(PersistInfo::PersistChunk * chunk)
|
|
{
|
|
return(chunk->mChunkCRC == mChunkCRC);
|
|
}
|
|
|
|
bool SceneLighting::ObjectProxy::getPersistInfo(PersistInfo::PersistChunk * chunk)
|
|
{
|
|
chunk->mChunkCRC = mChunkCRC;
|
|
return(true);
|
|
}
|
|
|
|
bool SceneLighting::ObjectProxy::setPersistInfo(PersistInfo::PersistChunk * chunk)
|
|
{
|
|
mChunkCRC = chunk->mChunkCRC;
|
|
return(true);
|
|
} |