Torque3D/Engine/source/afx/ce/afxLightBase_T3D.cpp

245 lines
8.4 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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 "afx/arcaneFX.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "T3D/lightAnimData.h"
#include "afx/ce/afxLightBase_T3D.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxT3DLightBaseData
IMPLEMENT_CO_DATABLOCK_V1(afxT3DLightBaseData);
ConsoleDocClass( afxT3DLightBaseData,
"@brief A datablock baseclass for afxT3DPointLightData and afxT3DSpotLightData.\n\n"
"Not intended to be used directly, afxT3DLightBaseData exists to provide base member variables and generic functionality "
"for the derived classes afxT3DPointLightData and afxT3DSpotLightData."
"\n\n"
"@see afxT3DPointLightData\n\n"
"@see afxT3DSpotLightData\n\n"
"@see PointLight\n\n"
"@see SpotLight\n\n"
"@ingroup afxEffects\n"
"@ingroup AFX\n"
"@ingroup Datablocks\n"
);
afxT3DLightBaseData::afxT3DLightBaseData()
: mIsEnabled( true ),
mColor( LinearColorF::WHITE ),
mBrightness( 1.0f ),
mCastShadows( false ),
mPriority( 1.0f ),
mAnimationData( NULL ),
mFlareData( NULL ),
mFlareScale( 1.0f )
{
mLocalRenderViz = false;
// marked true if datablock ids need to
// be converted into pointers
do_id_convert = false;
}
afxT3DLightBaseData::afxT3DLightBaseData(const afxT3DLightBaseData& other, bool temp_clone) : GameBaseData(other, temp_clone)
{
mIsEnabled = other.mIsEnabled;
mColor = other.mColor;
mBrightness = other.mBrightness;
mCastShadows = other.mCastShadows;
mPriority = other.mPriority;
mAnimationData = other.mAnimationData;
mAnimState = other.mAnimState;
mFlareData = other.mFlareData;
mFlareScale = other.mFlareScale;
mLocalRenderViz = other.mLocalRenderViz;
do_id_convert = other.do_id_convert;
}
//
// NOTE: keep this as consistent as possible with LightBase::initPersistFields()
//
void afxT3DLightBaseData::initPersistFields()
{
docsURL;
// We only add the basic lighting options that all lighting
// systems would use... the specific lighting system options
// are injected at runtime by the lighting system itself.
addGroup( "Light" );
addField( "isEnabled", TypeBool, Offset( mIsEnabled, afxT3DLightBaseData ),
"Enables/Disables the object rendering and functionality in the scene.");
addField( "color", TypeColorF, Offset( mColor, afxT3DLightBaseData ),
"Changes the base color hue of the light.");
addField( "brightness", TypeF32, Offset( mBrightness, afxT3DLightBaseData ),
"Adjusts the lights power, 0 being off completely.");
addField( "castShadows", TypeBool, Offset( mCastShadows, afxT3DLightBaseData ),
"Enables/disables shadow casts by this light.");
addField( "priority", TypeF32, Offset( mPriority, afxT3DLightBaseData ),
"Used for sorting of lights by the light manager. Priority determines if a light "
"has a stronger effect than, those with a lower value");
addField( "localRenderViz", TypeBool, Offset( mLocalRenderViz, afxT3DLightBaseData ),
"Enables/disables a semi-transparent geometry to help visualize the light's "
"range and placement.");
endGroup( "Light" );
addGroup( "Light Animation" );
addField( "animate", TypeBool, Offset( mAnimState.active, afxT3DLightBaseData ),
"Toggles animation for the light on and off");
addField( "animationType", TYPEID<LightAnimData>(), Offset( mAnimationData, afxT3DLightBaseData ),
"Datablock containing light animation information (LightAnimData)");
addField( "animationPeriod", TypeF32, Offset( mAnimState.animationPeriod, afxT3DLightBaseData ),
"The length of time in seconds for a single playback of the light animation");
addField( "animationPhase", TypeF32, Offset( mAnimState.animationPhase, afxT3DLightBaseData ),
"The phase used to offset the animation start time to vary the animation of "
"nearby lights.");
endGroup( "Light Animation" );
addGroup( "Misc" );
addField( "flareType", TYPEID<LightFlareData>(), Offset( mFlareData, afxT3DLightBaseData ),
"Datablock containing light flare information (LightFlareData)");
addField( "flareScale", TypeF32, Offset( mFlareScale, afxT3DLightBaseData ),
"Globally scales all features of the light flare");
endGroup( "Misc" );
/*
// Now inject any light manager specific fields.
LightManager::initLightFields();
*/
// We do the parent fields at the end so that
// they show up that way in the inspector.
Parent::initPersistFields();
}
bool afxT3DLightBaseData::onAdd()
{
if (Parent::onAdd() == false)
return false;
return true;
}
void afxT3DLightBaseData::packData(BitStream* stream)
{
Parent::packData(stream);
// note: BitStream's overloaded write() for LinearColorF will convert
// to ColorI for transfer and then back to LinearColorF. This is fine
// for most color usage but for lighting colors we want to preserve
// "pushed" color values which may be greater than 1.0 so the color
// is instead sent as individual color primaries.
stream->write( mColor.red );
stream->write( mColor.green );
stream->write( mColor.blue );
stream->write( mBrightness );
stream->writeFlag( mCastShadows );
stream->write( mAnimState.animationPeriod );
stream->write( mAnimState.animationPhase );
stream->write( mFlareScale );
writeDatablockID(stream, mAnimationData, mPacked);
writeDatablockID(stream, mFlareData, mPacked);
}
void afxT3DLightBaseData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
stream->read( &mColor.red );
stream->read( &mColor.green );
stream->read( &mColor.blue );
mColor.alpha = 1.0f;
stream->read( &mBrightness );
mCastShadows = stream->readFlag();
stream->read( &mAnimState.animationPeriod );
stream->read( &mAnimState.animationPhase );
stream->read( &mFlareScale );
mAnimationData = (LightAnimData*)(uintptr_t)readDatablockID(stream);
mFlareData = (LightFlareData*)(uintptr_t)readDatablockID(stream);
do_id_convert = true;
}
bool afxT3DLightBaseData::preload(bool server, String &errorStr)
{
if (!Parent::preload(server, errorStr))
return false;
// Resolve objects transmitted from server
if (!server)
{
if (do_id_convert)
{
SimObjectId anim_id = SimObjectId((uintptr_t)mAnimationData);
if (anim_id != 0)
{
// try to convert id to pointer
if (!Sim::findObject(anim_id, mAnimationData))
{
Con::errorf(ConsoleLogEntry::General,
"afxT3DLightBaseData::preload() -- bad datablockId: 0x%x (animationType)",
anim_id);
}
}
SimObjectId flare_id = SimObjectId((uintptr_t)mFlareData);
if (flare_id != 0)
{
// try to convert id to pointer
if (!Sim::findObject(flare_id, mFlareData))
{
Con::errorf(ConsoleLogEntry::General,
"afxT3DLightBaseData::preload() -- bad datablockId: 0x%x (flareType)",
flare_id);
}
}
do_id_convert = false;
}
}
return true;
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//