Torque3D/Engine/source/T3D/spotLight.cpp

230 lines
7.3 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 "platform/platform.h"
#include "T3D/spotLight.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxDrawUtil.h"
IMPLEMENT_CO_NETOBJECT_V1( SpotLight );
ConsoleDocClass( SpotLight,
"@brief Lighting object which emits conical light in a direction.\n\n"
"SpotLight is one of the two types of lighting objects that can be added "
"to a Torque 3D level, the other being PointLight. Unlike directional or "
"point lights, the SpotLights emits lighting in a specific direction "
"within a cone. The distance of the cone is controlled by the SpotLight::range "
"variable.\n\n"
"@tsexample\n"
"// Declaration of a point light in script, or created by World Editor\n"
"new SpotLight(SampleSpotLight)\n"
"{\n"
" range = \"10\";\n"
" innerAngle = \"40\";\n"
" outerAngle = \"45\";\n"
" isEnabled = \"1\";\n"
" color = \"1 1 1 1\";\n"
" brightness = \"1\";\n"
" castShadows = \"0\";\n"
" priority = \"1\";\n"
" animate = \"1\";\n"
" animationPeriod = \"1\";\n"
" animationPhase = \"1\";\n"
" flareType = \"LightFlareExample0\";\n"
" flareScale = \"1\";\n"
" attenuationRatio = \"0 1 1\";\n"
" shadowType = \"Spot\";\n"
" texSize = \"512\";\n"
" overDarkFactor = \"2000 1000 500 100\";\n"
" shadowDistance = \"400\";\n"
" shadowSoftness = \"0.15\";\n"
" numSplits = \"1\";\n"
" logWeight = \"0.91\";\n"
" fadeStartDistance = \"0\";\n"
" lastSplitTerrainOnly = \"0\";\n"
" representedInLightmap = \"0\";\n"
" shadowDarkenColor = \"0 0 0 -1\";\n"
" includeLightmappedGeometryInShadow = \"0\";\n"
" position = \"-29.4362 -5.86289 5.58602\";\n"
" rotation = \"1 0 0 0\";\n"
"};\n"
"@endtsexample\n\n"
"@see LightBase\n\n"
"@see PointLight\n\n"
"@ingroup Lighting\n"
);
SpotLight::SpotLight()
: mRange( 10.0f ),
mInnerConeAngle( 40.0f ),
mOuterConeAngle( 45.0f )
{
// We set the type here to ensure the extended
// parameter validation works when setting fields.
mLight->setType( LightInfo::Spot );
}
SpotLight::~SpotLight()
{
}
void SpotLight::initPersistFields()
{
docsURL;
addGroup( "Light" );
addField( "range", TypeF32, Offset( mRange, SpotLight ) );
addField( "innerAngle", TypeF32, Offset( mInnerConeAngle, SpotLight ) );
addField( "outerAngle", TypeF32, Offset( mOuterConeAngle, SpotLight ) );
endGroup( "Light" );
// We do the parent fields at the end so that
// they show up that way in the inspector.
Parent::initPersistFields();
// Remove the scale field... it's already
// defined by the range and angle.
removeField( "scale" );
//These are particular fields for PSSM, so useless for point lights
removeField("numSplits");
removeField("logWeight");
removeField("lastSplitTerrainOnly");
}
void SpotLight::_conformLights()
{
mLight->setTransform( getTransform() );
mRange = getMax( mRange, 0.05f );
mLight->setRange( mRange );
mLight->setColor( mColor );
mLight->setBrightness( mBrightness );
mLight->setCastShadows( mCastShadows );
mLight->setStaticRefreshFreq(mStaticRefreshFreq);
mLight->setDynamicRefreshFreq(mDynamicRefreshFreq);
mLight->setPriority( mPriority );
mOuterConeAngle = getMax( 0.01f, mOuterConeAngle );
mInnerConeAngle = getMin( mInnerConeAngle, mOuterConeAngle );
mLight->setInnerConeAngle( mInnerConeAngle );
mLight->setOuterConeAngle( mOuterConeAngle );
// Update the bounds and scale to fit our spotlight.
F32 radius = mRange * mSin( mDegToRad( mOuterConeAngle ) * 0.5f );
Point3F objectScale(radius, mRange, radius);
Point3F objectBoxMin(-1, 0, -1);
if (mAnimationData && mAnimationData->mRot.keyLen[0] > 0)
{
objectBoxMin.set(-1, -1, -1);
objectScale.set(mRange, mRange, mRange);
}
mObjBox.minExtents.set(objectBoxMin);
mObjBox.maxExtents.set(1, 1, 1);
mObjScale.set(objectScale);
// Skip our transform... it just dirties mask bits.
Parent::setTransform( mObjToWorld );
}
U32 SpotLight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream )
{
if ( stream->writeFlag( mask & UpdateMask ) )
{
stream->write( mRange );
stream->write( mInnerConeAngle );
stream->write( mOuterConeAngle );
}
return Parent::packUpdate( conn, mask, stream );
}
void SpotLight::unpackUpdate( NetConnection *conn, BitStream *stream )
{
if ( stream->readFlag() ) // UpdateMask
{
stream->read( &mRange );
stream->read( &mInnerConeAngle );
stream->read( &mOuterConeAngle );
}
Parent::unpackUpdate( conn, stream );
}
void SpotLight::setScale( const VectorF &scale )
{
// The y coord is the spotlight range.
mRange = getMax( scale.y, 0.05f );
// Use the average of the x and z to get a radius. This
// is the best method i've found to make the manipulation
// from the WorldEditor gizmo to feel right.
F32 radius = mClampF( ( scale.x + scale.z ) * 0.5f, 0.05f, mRange );
mOuterConeAngle = mRadToDeg( mAsin( radius / mRange ) ) * 2.0f;
// Make sure the inner angle is less than the outer.
//
// TODO: Maybe we should make the inner angle a scale
// and not an absolute angle?
//
mInnerConeAngle = getMin( mInnerConeAngle, mOuterConeAngle );
// We changed a bunch of our settings
// so notify the client.
setMaskBits( UpdateMask );
// Let the parent do the final scale.
Parent::setScale( VectorF( radius, mRange, radius ) );
}
void SpotLight::_renderViz( SceneRenderState *state )
{
GFXDrawUtil *draw = GFX->getDrawUtil();
GFXStateBlockDesc desc;
desc.setZReadWrite( true, false );
desc.setCullMode( GFXCullNone );
desc.setBlend( true );
// Base the color on the light color.
ColorI color = mColor.toColorI();
color.alpha = 16;
F32 radius = mRange * mSin( mDegToRad( mOuterConeAngle * 0.5f ) );
draw->drawCone( desc,
getPosition() + ( getTransform().getForwardVector() * mRange ),
getPosition(),
radius,
color );
}