mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-07 12:44:33 +00:00
- Updates the various classes using materials to comply to the change. - Also standardizes some getter names to follow the general convention image and shape used to keep things more consistent across the board to minimize usage friction. - Shifts handling of fallback asset lookups for the thus-far converted classes to have them be loaded during core initialization rather than being loaded as part of other asset loading as that sometimes lead to nesting execution/stability errors. Explicit call now ensures the fallbacks are loaded before any other asset tries to load, so there's no room for confounding or having no fallback to work with.
594 lines
18 KiB
C++
594 lines
18 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 "environment/sun.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "math/mathIO.h"
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#include "core/stream/bitStream.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "scene/sceneManager.h"
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#include "math/mathUtils.h"
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#include "lighting/lightInfo.h"
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#include "lighting/lightManager.h"
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#include "scene/sceneRenderState.h"
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#include "renderInstance/renderPassManager.h"
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#include "sim/netConnection.h"
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#include "environment/timeOfDay.h"
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#include "gfx/gfxTransformSaver.h"
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#include "materials/materialManager.h"
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#include "materials/baseMatInstance.h"
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#include "materials/sceneData.h"
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#include "math/util/matrixSet.h"
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#include "materials/materialFeatureTypes.h"
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IMPLEMENT_CO_NETOBJECT_V1(Sun);
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ConsoleDocClass( Sun,
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"@brief A global light affecting your entire scene and optionally renders a corona effect.\n\n"
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"Sun is both the directional and ambient light for your entire scene.\n\n"
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"@ingroup Atmosphere"
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);
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//-----------------------------------------------------------------------------
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Sun::Sun()
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{
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mNetFlags.set(Ghostable | ScopeAlways);
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mTypeMask = EnvironmentObjectType | LightObjectType | StaticObjectType;
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mLightColor.set(0.7f, 0.7f, 0.7f);
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mLightAmbient.set(1.0f, 1.0f, 1.0f);
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mBrightness = 1.0f;
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mSunAzimuth = 0.0f;
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mSunElevation = 35.0f;
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mCastShadows = true;
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mStaticRefreshFreq = 250;
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mDynamicRefreshFreq = 8;
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mAnimateSun = false;
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mTotalTime = 0.0f;
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mCurrTime = 0.0f;
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mStartAzimuth = 0.0f;
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mEndAzimuth = 0.0f;
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mStartElevation = 0.0f;
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mEndElevation = 0.0f;
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mLight = LightManager::createLightInfo();
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mLight->setType( LightInfo::Vector );
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mFlareData = NULL;
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mFlareState.clear();
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mFlareScale = 1.0f;
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mCoronaEnabled = true;
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mCoronaScale = 0.5f;
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mCoronaTint.set( 1.0f, 1.0f, 1.0f, 1.0f );
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mCoronaUseLightColor = true;
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mCoronaMatInst = NULL;
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mMatrixSet = reinterpret_cast<MatrixSet *>(dMalloc_aligned(sizeof(MatrixSet), 16));
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constructInPlace(mMatrixSet);
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mCoronaWorldRadius = 0.0f;
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mLightWorldPos = Point3F::Zero;
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}
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Sun::~Sun()
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{
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SAFE_DELETE( mLight );
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SAFE_DELETE( mCoronaMatInst );
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dFree_aligned(mMatrixSet);
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}
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bool Sun::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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// Register as listener to TimeOfDay update events
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TimeOfDay::getTimeOfDayUpdateSignal().notify( this, &Sun::_updateTimeOfDay );
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// Make this thing have a global bounds so that its
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// always returned from spatial light queries.
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setGlobalBounds();
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resetWorldBox();
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setRenderTransform( mObjToWorld );
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addToScene();
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_initCorona();
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// Update the light parameters.
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_conformLights();
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setProcessTick( true );
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return true;
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}
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void Sun::onRemove()
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{
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TimeOfDay::getTimeOfDayUpdateSignal().remove( this, &Sun::_updateTimeOfDay );
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removeFromScene();
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Parent::onRemove();
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}
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void Sun::initPersistFields()
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{
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docsURL;
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addGroup( "Orbit" );
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addFieldV( "azimuth", TypeRangedF32, Offset( mSunAzimuth, Sun ), &CommonValidators::PosDegreeRange,
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"The horizontal angle of the sun measured clockwise from the positive Y world axis." );
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addFieldV( "elevation", TypeRangedF32, Offset( mSunElevation, Sun ), &CommonValidators::DegreeRange,
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"The elevation angle of the sun above or below the horizon." );
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endGroup( "Orbit" );
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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( "Lighting" );
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addField( "color", TypeColorF, Offset( mLightColor, Sun ),
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"Color shading applied to surfaces in direct contact with light source.");
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addField( "ambient", TypeColorF, Offset( mLightAmbient, Sun ), "Color shading applied to surfaces not "
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"in direct contact with light source, such as in the shadows or interiors.");
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addFieldV( "brightness", TypeRangedF32, Offset( mBrightness, Sun ), &CommonValidators::PositiveFloat,
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"Adjust the Sun's global contrast/intensity");
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addField( "castShadows", TypeBool, Offset( mCastShadows, Sun ),
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"Enables/disables shadows cast by objects due to Sun light");
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//addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, Sun), "static shadow refresh rate (milliseconds)");
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//addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)");
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endGroup( "Lighting" );
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addGroup( "Corona" );
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addField( "coronaEnabled", TypeBool, Offset( mCoronaEnabled, Sun ),
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"Enable or disable rendering of the corona sprite." );
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ADD_FIELD( "coronaMaterialAsset", TypeMaterialAssetRef, Offset( mCoronaMaterialAssetRef, Sun ) )
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.network( UpdateMask )
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.doc( "Material asset for the corona sprite." );
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addFieldV( "coronaScale", TypeRangedF32, Offset( mCoronaScale, Sun ), &CommonValidators::PositiveFloat,
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"Controls size the corona sprite renders, specified as a fractional amount of the screen height." );
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addField( "coronaTint", TypeColorF, Offset( mCoronaTint, Sun ),
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"Modulates the corona sprite color ( if coronaUseLightColor is false )." );
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addField( "coronaUseLightColor", TypeBool, Offset( mCoronaUseLightColor, Sun ),
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"Modulate the corona sprite color by the color of the light ( overrides coronaTint )." );
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endGroup( "Corona" );
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addGroup( "Misc" );
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addField( "flareType", TYPEID< LightFlareData >(), Offset( mFlareData, Sun ),
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"Datablock for the flare produced by the Sun" );
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addFieldV( "flareScale", TypeRangedF32, Offset( mFlareScale, Sun ), &CommonValidators::PositiveFloat,
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"Changes the size and intensity of the flare." );
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endGroup( "Misc" );
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// Now inject any light manager specific fields.
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LightManager::initLightFields();
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Parent::initPersistFields();
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}
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void Sun::inspectPostApply()
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{
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_conformLights();
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setMaskBits(UpdateMask);
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}
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U32 Sun::packUpdate(NetConnection *conn, U32 mask, BitStream *stream )
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{
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U32 retMask = Parent::packUpdate( conn, mask, stream );
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if ( stream->writeFlag( mask & UpdateMask ) )
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{
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stream->write( mSunAzimuth );
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stream->write( mSunElevation );
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stream->write( mLightColor );
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stream->write( mLightAmbient );
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stream->write( mBrightness );
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stream->writeFlag( mCastShadows );
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stream->write(mStaticRefreshFreq);
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stream->write(mDynamicRefreshFreq);
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stream->write( mFlareScale );
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if ( stream->writeFlag( mFlareData ) )
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{
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stream->writeRangedU32( mFlareData->getId(),
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DataBlockObjectIdFirst,
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DataBlockObjectIdLast );
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}
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stream->writeFlag( mCoronaEnabled );
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AssetDatabase.packDataAsset( stream, mCoronaMaterialAssetRef.getAssetId() );
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stream->write( mCoronaScale );
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stream->write( mCoronaTint );
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stream->writeFlag( mCoronaUseLightColor );
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mLight->packExtended( stream );
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}
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return retMask;
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}
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void Sun::unpackUpdate( NetConnection *conn, BitStream *stream )
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{
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Parent::unpackUpdate( conn, stream );
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if ( stream->readFlag() ) // UpdateMask
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{
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stream->read( &mSunAzimuth );
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stream->read( &mSunElevation );
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stream->read( &mLightColor );
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stream->read( &mLightAmbient );
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stream->read( &mBrightness );
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mCastShadows = stream->readFlag();
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stream->read(&mStaticRefreshFreq);
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stream->read(&mDynamicRefreshFreq);
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stream->read( &mFlareScale );
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if ( stream->readFlag() )
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{
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SimObjectId id = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
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LightFlareData *datablock = NULL;
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if ( Sim::findObject( id, datablock ) )
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mFlareData = datablock;
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else
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{
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conn->setLastError( "Sun::unpackUpdate() - invalid LightFlareData!" );
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mFlareData = NULL;
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}
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}
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else
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mFlareData = NULL;
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mCoronaEnabled = stream->readFlag();
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mCoronaMaterialAssetRef = AssetDatabase.unpackDataAsset( stream );
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stream->read( &mCoronaScale );
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stream->read( &mCoronaTint );
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mCoronaUseLightColor = stream->readFlag();
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mLight->unpackExtended( stream );
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}
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if ( isProperlyAdded() )
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{
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_initCorona();
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_conformLights();
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}
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}
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void Sun::submitLights( LightManager *lm, bool staticLighting )
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{
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// The sun is a special light and needs special registration.
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lm->setSpecialLight( LightManager::slSunLightType, mLight );
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}
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void Sun::advanceTime( F32 timeDelta )
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{
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if (mAnimateSun)
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{
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if (mCurrTime >= mTotalTime)
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{
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mAnimateSun = false;
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mCurrTime = 0.0f;
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}
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else
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{
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mCurrTime += timeDelta;
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F32 fract = mCurrTime / mTotalTime;
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F32 inverse = 1.0f - fract;
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F32 newAzimuth = mStartAzimuth * inverse + mEndAzimuth * fract;
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F32 newElevation = mStartElevation * inverse + mEndElevation * fract;
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if (newAzimuth > 360.0f)
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newAzimuth -= 360.0f;
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if (newElevation > 360.0f)
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newElevation -= 360.0f;
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setAzimuth(newAzimuth);
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setElevation(newElevation);
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}
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}
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}
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void Sun::prepRenderImage( SceneRenderState *state )
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{
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// Only render into diffuse and reflect passes.
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if( !state->isDiffusePass() &&
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!state->isReflectPass() )
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return;
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mLightWorldPos = state->getCameraPosition() - state->getFarPlane() * mLight->getDirection() * 0.9f;
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F32 dist = ( mLightWorldPos - state->getCameraPosition() ).len();
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F32 screenRadius = GFX->getViewport().extent.y * mCoronaScale * 0.5f;
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mCoronaWorldRadius = screenRadius * dist / state->getWorldToScreenScale().y;
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// Render instance for Corona effect.
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if ( mCoronaEnabled && mCoronaMatInst )
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{
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mMatrixSet->setSceneProjection( GFX->getProjectionMatrix() );
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mMatrixSet->setSceneView( GFX->getViewMatrix() );
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mMatrixSet->setWorld( GFX->getWorldMatrix() );
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ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind( this, &Sun::_renderCorona );
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ri->type = RenderPassManager::RIT_Sky;
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// Render after sky objects and before CloudLayer!
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ri->defaultKey = 5;
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ri->defaultKey2 = 0;
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state->getRenderPass()->addInst( ri );
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}
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// LightFlareData handles rendering flare effects.
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if ( mFlareData )
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{
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mFlareState.fullBrightness = mBrightness;
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mFlareState.scale = mFlareScale;
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mFlareState.lightInfo = mLight;
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mFlareState.worldRadius = mCoronaWorldRadius;
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mFlareState.lightMat.identity();
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mFlareState.lightMat.setPosition( mLightWorldPos );
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mFlareData->prepRender( state, &mFlareState );
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}
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}
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void Sun::setAzimuth( F32 azimuth )
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{
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mSunAzimuth = azimuth;
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_conformLights();
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setMaskBits( UpdateMask ); // TODO: Break out the masks to save bandwidth!
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}
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void Sun::setElevation( F32 elevation )
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{
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mSunElevation = elevation;
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_conformLights();
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setMaskBits( UpdateMask ); // TODO: Break out the masks to save some space!
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}
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void Sun::setColor( const LinearColorF &color )
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{
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mLightColor = color;
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_conformLights();
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setMaskBits( UpdateMask ); // TODO: Break out the masks to save some space!
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}
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void Sun::animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )
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{
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mAnimateSun = true;
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mCurrTime = 0.0f;
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mTotalTime = duration;
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mStartAzimuth = startAzimuth;
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mEndAzimuth = endAzimuth;
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mStartElevation = startElevation;
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mEndElevation = endElevation;
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}
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void Sun::_conformLights()
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{
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// Build the light direction from the azimuth and elevation.
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F32 yaw = mDegToRad(mClampF(mSunAzimuth,0,359));
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F32 pitch = mDegToRad(mClampF(mSunElevation,-360,+360));
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VectorF lightDirection;
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MathUtils::getVectorFromAngles(lightDirection, yaw, pitch);
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lightDirection.normalize();
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mLight->setDirection( -lightDirection );
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mLight->setBrightness( mBrightness );
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// Now make sure the colors are within range.
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mLightColor.clamp();
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mLight->setColor( mLightColor );
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mLightAmbient.clamp();
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mLight->setAmbient( mLightAmbient );
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// Optimization... disable shadows if the ambient and
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// directional color are the same.
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bool castShadows = mLightColor != mLightAmbient && mCastShadows;
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mLight->setCastShadows( castShadows );
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mLight->setStaticRefreshFreq(mStaticRefreshFreq);
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mLight->setDynamicRefreshFreq(mDynamicRefreshFreq);
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}
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void Sun::_initCorona()
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{
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if ( isServerObject() )
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return;
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SAFE_DELETE( mCoronaMatInst );
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if (mCoronaMaterialAssetRef.notNull())
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{
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FeatureSet features = MATMGR->getDefaultFeatures();
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features.removeFeature(MFT_RTLighting);
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features.removeFeature(MFT_Visibility);
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features.removeFeature(MFT_ReflectionProbes);
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features.addFeature(MFT_isBackground);
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features.addFeature(MFT_VertLit);
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mCoronaMatInst = MATMGR->createMatInstance(mCoronaMaterialAssetRef.assetPtr->getMaterialName(), features, getGFXVertexFormat<GFXVertexPCT>());
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GFXStateBlockDesc desc;
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desc.setBlend(true);
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desc.setAlphaTest(true);
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desc.setZReadWrite(true, false);
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mCoronaMatInst->addStateBlockDesc(desc);
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mCoronaMatInst->init(features, getGFXVertexFormat<GFXVertexPCT>());
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}
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}
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void Sun::_renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
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{
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// Calculate Billboard Radius (in world units) to be constant, independent of distance.
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// Takes into account distance, viewport size, and specified size in editor
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F32 BBRadius = mCoronaWorldRadius;
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mMatrixSet->restoreSceneViewProjection();
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if ( state->isReflectPass() )
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mMatrixSet->setProjection( state->getSceneManager()->getNonClipProjection() );
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//mMatrixSet->setWorld( MatrixF::Identity );
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// Initialize points with basic info
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Point3F points[4];
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points[0] = Point3F(-BBRadius, 0.0, -BBRadius);
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points[1] = Point3F( -BBRadius, 0.0, BBRadius);
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points[2] = Point3F( BBRadius, 0.0, -BBRadius);
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points[3] = Point3F(BBRadius, 0.0, BBRadius);
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static const Point2F sCoords[4] =
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{
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Point2F( 0.0f, 0.0f ),
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Point2F( 0.0f, 1.0f ),
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Point2F( 1.0f, 0.0f ),
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Point2F(1.0f, 1.0f)
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};
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// Get info we need to adjust points
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const MatrixF &camView = state->getCameraTransform();
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// Finalize points
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for(S32 i = 0; i < 4; i++)
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{
|
|
// align with camera
|
|
camView.mulV(points[i]);
|
|
// offset
|
|
points[i] += mLightWorldPos;
|
|
}
|
|
|
|
LinearColorF vertColor;
|
|
if ( mCoronaUseLightColor )
|
|
vertColor = mLightColor;
|
|
else
|
|
vertColor = mCoronaTint;
|
|
|
|
GFXVertexBufferHandle< GFXVertexPCT > vb;
|
|
vb.set( GFX, 4, GFXBufferTypeVolatile );
|
|
GFXVertexPCT *pVert = vb.lock();
|
|
if(!pVert) return;
|
|
|
|
for ( S32 i = 0; i < 4; i++ )
|
|
{
|
|
pVert->color.set( vertColor.toColorI());
|
|
pVert->point.set( points[i] );
|
|
pVert->texCoord.set( sCoords[i].x, sCoords[i].y );
|
|
pVert++;
|
|
}
|
|
|
|
vb.unlock();
|
|
|
|
// Setup SceneData struct.
|
|
|
|
SceneData sgData;
|
|
sgData.wireframe = GFXDevice::getWireframe();
|
|
sgData.visibility = 1.0f;
|
|
|
|
// Draw it
|
|
|
|
while ( mCoronaMatInst->setupPass( state, sgData ) )
|
|
{
|
|
mCoronaMatInst->setTransforms( *mMatrixSet, state );
|
|
mCoronaMatInst->setSceneInfo( state, sgData );
|
|
|
|
GFX->setVertexBuffer( vb );
|
|
GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
|
|
}
|
|
}
|
|
|
|
void Sun::_updateTimeOfDay( TimeOfDay *timeOfDay, F32 time )
|
|
{
|
|
setElevation( timeOfDay->getElevationDegrees() );
|
|
setAzimuth( timeOfDay->getAzimuthDegrees() );
|
|
}
|
|
|
|
void Sun::_onSelected()
|
|
{
|
|
#ifdef TORQUE_DEBUG
|
|
// Enable debug rendering on the light.
|
|
if( isClientObject() )
|
|
mLight->enableDebugRendering( true );
|
|
#endif
|
|
|
|
|
|
Parent::_onSelected();
|
|
}
|
|
|
|
void Sun::_onUnselected()
|
|
{
|
|
#ifdef TORQUE_DEBUG
|
|
// Disable debug rendering on the light.
|
|
if( isClientObject() )
|
|
mLight->enableDebugRendering( false );
|
|
#endif
|
|
|
|
Parent::_onUnselected();
|
|
}
|
|
|
|
DefineEngineMethod(Sun, apply, void, (), , "")
|
|
{
|
|
object->inspectPostApply();
|
|
}
|
|
|
|
DefineEngineMethod(Sun, animate, void, ( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation ), , "animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )")
|
|
{
|
|
|
|
object->animate(duration, startAzimuth, endAzimuth, startElevation, endElevation);
|
|
}
|
|
|