Torque3D/Engine/source/lighting/common/lightMapParams.cpp
Azaezel fbfd3ed8ed clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00

70 lines
2.3 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 "lighting/common/lightMapParams.h"
#include "core/stream/bitStream.h"
#include "core/module.h"
MODULE_BEGIN( LightMapParams )
MODULE_INIT_AFTER( ShadowMapParams )
MODULE_INIT
{
LightMapParams::Type = "LightMapParams";
}
MODULE_END;
LightInfoExType LightMapParams::Type( "" );
LightMapParams::LightMapParams( LightInfo *light ) :
representedInLightmap(false),
shadowDarkenColor(0.0f, 0.0f, 0.0f, -1.0f),
includeLightmappedGeometryInShadow(false)
{
}
LightMapParams::~LightMapParams()
{
}
void LightMapParams::set( const LightInfoEx *ex )
{
// TODO: Do we even need this?
}
void LightMapParams::packUpdate( BitStream *stream ) const
{
stream->writeFlag(representedInLightmap);
stream->writeFlag(includeLightmappedGeometryInShadow);
stream->write(shadowDarkenColor);
}
void LightMapParams::unpackUpdate( BitStream *stream )
{
representedInLightmap = stream->readFlag();
includeLightmappedGeometryInShadow = stream->readFlag();
stream->read(&shadowDarkenColor);
// Always make sure that the alpha value of the shadowDarkenColor is -1.0
shadowDarkenColor.alpha = -1.0f;
}