mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
1089 lines
31 KiB
C++
1089 lines
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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sgTimeTemp = 0;
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sgTimeTemp2 = 0;
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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);
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|
}
|
|
}
|
|
|
|
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);
|
|
}
|