Torque3D/Engine/source/T3D/levelInfo.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

383 lines
12 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/levelInfo.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "scene/sceneManager.h"
#include "lighting/advanced/advancedLightManager.h"
#include "lighting/advanced/advancedLightBinManager.h"
#include "sfx/sfxAmbience.h"
#include "sfx/sfxSoundscape.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxTypes.h"
#include "console/engineAPI.h"
#include "math/mathIO.h"
#include "torqueConfig.h"
#include "T3D/accumulationVolume.h"
IMPLEMENT_CO_NETOBJECT_V1(LevelInfo);
ConsoleDocClass( LevelInfo,
"@brief Stores and controls the rendering and status information for a game level.\n\n"
"@tsexample\n"
"new LevelInfo(theLevelInfo)\n"
"{\n"
" visibleDistance = \"1000\";\n"
" fogColor = \"0.6 0.6 0.7 1\";\n"
" fogDensity = \"0\";\n"
" fogDensityOffset = \"700\";\n"
" fogAtmosphereHeight = \"0\";\n"
" canvasClearColor = \"0 0 0 255\";\n"
" canSaveDynamicFields = \"1\";\n"
" levelName = \"Blank Room\";\n"
" desc0 = \"A blank room ready to be populated with Torque objects.\";\n"
" Enabled = \"1\";\n"
"};\n"
"@endtsexample\n"
"@ingroup enviroMisc\n"
);
/// The color used to clear the canvas.
/// @see GuiCanvas
extern ColorI gCanvasClearColor;
/// @see DecalManager
extern F32 gDecalBias;
/// @see AccumulationVolume
extern GFXTexHandle gLevelAccuMap;
/// Default SFXAmbience used to reset the global soundscape.
static SFXAmbience sDefaultAmbience;
//-----------------------------------------------------------------------------
LevelInfo::LevelInfo()
: mWorldSize( 10000.0f ),
mNearClip( 0.1f ),
mVisibleDistance( 1000.0f ),
mVisibleGhostDistance ( 0 ),
mDecalBias( 0.0015f ),
mCanvasClearColor( 255, 0, 255, 255 ),
mAmbientLightBlendPhase( 1.f ),
mSoundAmbience( NULL ),
mSoundDistanceModel( SFXDistanceModelLinear ),
mSoundscape( NULL )
{
mFogData.density = 0.0f;
mFogData.densityOffset = 0.0f;
mFogData.atmosphereHeight = 0.0f;
mFogData.color.set( 0.5f, 0.5f, 0.5f, 1.0f ),
mNetFlags.set( ScopeAlways | Ghostable );
mAdvancedLightmapSupport = true;
INIT_IMAGEASSET(AccuTexture);
// Register with the light manager activation signal, and we need to do it first
// so the advanced light bin manager can be instructed about MRT lightmaps
LightManager::smActivateSignal.notify(this, &LevelInfo::_onLMActivate, 0.01f);
}
//-----------------------------------------------------------------------------
LevelInfo::~LevelInfo()
{
LightManager::smActivateSignal.remove(this, &LevelInfo::_onLMActivate);
if (!mAccuTexture.isNull())
{
mAccuTexture.free();
gLevelAccuMap.free();
}
}
//-----------------------------------------------------------------------------
void LevelInfo::initPersistFields()
{
addGroup( "Visibility" );
addField( "nearClip", TypeF32, Offset( mNearClip, LevelInfo ), "Closest distance from the camera's position to render the world." );
addField( "visibleDistance", TypeF32, Offset( mVisibleDistance, LevelInfo ), "Furthest distance from the camera's position to render the world." );
addField( "visibleGhostDistance", TypeF32, Offset( mVisibleGhostDistance, LevelInfo ), "Furthest distance from the camera's position to render players. Defaults to visibleDistance." );
addField( "decalBias", TypeF32, Offset( mDecalBias, LevelInfo ),
"NearPlane bias used when rendering Decal and DecalRoad. This should be tuned to the visibleDistance in your level." );
endGroup( "Visibility" );
addGroup( "Fog" );
addField( "fogColor", TypeColorF, Offset( mFogData.color, LevelInfo ),
"The default color for the scene fog." );
addField( "fogDensity", TypeF32, Offset( mFogData.density, LevelInfo ),
"The 0 to 1 density value for the exponential fog falloff." );
addField( "fogDensityOffset", TypeF32, Offset( mFogData.densityOffset, LevelInfo ),
"An offset from the camera in meters for moving the start of the fog effect." );
addField( "fogAtmosphereHeight", TypeF32, Offset( mFogData.atmosphereHeight, LevelInfo ),
"A height in meters for altitude fog falloff." );
endGroup( "Fog" );
addGroup( "LevelInfo" );
addField( "canvasClearColor", TypeColorI, Offset( mCanvasClearColor, LevelInfo ),
"The color used to clear the background before the scene or any GUIs are rendered." );
endGroup( "LevelInfo" );
addGroup( "Lighting" );
addField( "ambientLightBlendPhase", TypeF32, Offset( mAmbientLightBlendPhase, LevelInfo ),
"Number of seconds it takes to blend from one ambient light color to a different one." );
addField( "ambientLightBlendCurve", TypeEaseF, Offset( mAmbientLightBlendCurve, LevelInfo ),
"Interpolation curve to use for blending from one ambient light color to a different one." );
//addField( "advancedLightmapSupport", TypeBool, Offset( mAdvancedLightmapSupport, LevelInfo ),
// "Enable expanded support for mixing static and dynamic lighting (more costly)" );
INITPERSISTFIELD_IMAGEASSET(AccuTexture, LevelInfo, "Accumulation texture.");
endGroup( "Lighting" );
addGroup( "Sound" );
addField( "soundAmbience", TypeSFXAmbienceName, Offset( mSoundAmbience, LevelInfo ), "The global ambient sound environment." );
addField( "soundDistanceModel", TypeSFXDistanceModel, Offset( mSoundDistanceModel, LevelInfo ), "The distance attenuation model to use." );
endGroup( "Sound" );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
void LevelInfo::inspectPostApply()
{
_updateSceneGraph();
setMaskBits( 0xFFFFFFFF );
Parent::inspectPostApply();
}
//-----------------------------------------------------------------------------
U32 LevelInfo::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(conn, mask, stream);
stream->write( mNearClip );
stream->write( mVisibleDistance );
stream->write( mDecalBias );
stream->write( mFogData.density );
stream->write( mFogData.densityOffset );
stream->write( mFogData.atmosphereHeight );
stream->write( mFogData.color );
stream->write( mCanvasClearColor );
stream->write( mWorldSize );
stream->writeFlag( mAdvancedLightmapSupport );
stream->write( mAmbientLightBlendPhase );
mathWrite( *stream, mAmbientLightBlendCurve );
sfxWrite( stream, mSoundAmbience );
stream->writeInt( mSoundDistanceModel, 1 );
PACK_IMAGEASSET(conn, AccuTexture);
return retMask;
}
//-----------------------------------------------------------------------------
void LevelInfo::unpackUpdate(NetConnection *conn, BitStream *stream)
{
Parent::unpackUpdate(conn, stream);
stream->read( &mNearClip );
stream->read( &mVisibleDistance );
stream->read( &mDecalBias );
stream->read( &mFogData.density );
stream->read( &mFogData.densityOffset );
stream->read( &mFogData.atmosphereHeight );
stream->read( &mFogData.color );
stream->read( &mCanvasClearColor );
stream->read( &mWorldSize );
mAdvancedLightmapSupport = stream->readFlag();
stream->read( &mAmbientLightBlendPhase );
mathRead( *stream, &mAmbientLightBlendCurve );
String errorStr;
if( !sfxReadAndResolve( stream, &mSoundAmbience, errorStr ) )
Con::errorf( "%s", errorStr.c_str() );
mSoundDistanceModel = ( SFXDistanceModel ) stream->readInt( 1 );
if( isProperlyAdded() )
{
_updateSceneGraph();
if( mSoundscape )
{
if( mSoundAmbience )
mSoundscape->setAmbience( mSoundAmbience );
else
mSoundscape->setAmbience( &sDefaultAmbience );
}
SFX->setDistanceModel( mSoundDistanceModel );
}
UNPACK_IMAGEASSET(conn, AccuTexture);
setLevelAccuTexture(getAccuTexture());
}
//-----------------------------------------------------------------------------
bool LevelInfo::onAdd()
{
if ( !Parent::onAdd() )
return false;
// If no sound ambience has been set, default to
// 'AudioAmbienceDefault'.
if( !mSoundAmbience )
Sim::findObject( "AudioAmbienceDefault", mSoundAmbience );
// Set up sound on client.
if( isClientObject() )
{
SFX->setDistanceModel( mSoundDistanceModel );
// Set up the global ambient soundscape.
mSoundscape = SFX->getSoundscapeManager()->getGlobalSoundscape();
if( mSoundAmbience )
mSoundscape->setAmbience( mSoundAmbience );
}
_updateSceneGraph();
return true;
}
//-----------------------------------------------------------------------------
void LevelInfo::onRemove()
{
if( mSoundscape )
mSoundscape->setAmbience( &sDefaultAmbience );
Parent::onRemove();
}
//-----------------------------------------------------------------------------
void LevelInfo::_updateSceneGraph()
{
// Clamp above zero before setting on the sceneGraph.
// If we don't we get serious crashes.
if ( mNearClip <= 0.0f )
mNearClip = 0.001f;
SceneManager* scene = isClientObject() ? gClientSceneGraph : gServerSceneGraph;
scene->setNearClip( mNearClip );
scene->setVisibleDistance( mVisibleDistance );
scene->setVisibleGhostDistance( mVisibleGhostDistance );
gDecalBias = mDecalBias;
// Set ambient lighting properties.
scene->setAmbientLightTransitionTime( mAmbientLightBlendPhase * 1000.f );
scene->setAmbientLightTransitionCurve( mAmbientLightBlendCurve );
// Copy our AirFogData into the sceneGraph.
scene->setFogData( mFogData );
// If the level info specifies that MRT pre-pass should be used in this scene
// enable it via the appropriate light manager
// (Basic lighting doesn't do anything different right now)
#ifndef TORQUE_DEDICATED
if(isClientObject())
_onLMActivate(LIGHTMGR->getId(), true);
#endif
// TODO: This probably needs to be moved.
gCanvasClearColor = mCanvasClearColor;
}
//-----------------------------------------------------------------------------
void LevelInfo::_onLMActivate(const char *lm, bool enable)
{
#ifndef TORQUE_DEDICATED
// Advanced light manager
if(enable && String(lm) == String("ADVLM"))
{
AssertFatal(dynamic_cast<AdvancedLightManager *>(LIGHTMGR), "Bad light manager type!");
AdvancedLightManager *lightMgr = static_cast<AdvancedLightManager *>(LIGHTMGR);
lightMgr->getLightBinManager()->MRTLightmapsDuringDeferred(mAdvancedLightmapSupport);
}
#endif
}
bool LevelInfo::_setLevelAccuTexture(void *object, const char *index, const char *data)
{
LevelInfo* volume = reinterpret_cast< LevelInfo* >(object);
volume->setLevelAccuTexture(StringTable->insert(data));
return false;
}
void LevelInfo::setLevelAccuTexture(StringTableEntry name)
{
_setAccuTexture(name);
if (isClientObject() && getAccuTexture() != StringTable->EmptyString())
{
if (mAccuTexture.isNull())
Con::warnf("AccumulationVolume::setTexture - Unable to load texture: %s", getAccuTexture());
else
gLevelAccuMap = mAccuTexture;
}
AccumulationVolume::refreshVolumes();
}