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@@ -1,14 +1,14 @@
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#include "graphics/dgl.h"
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#include "console/consoleTypes.h"
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#include "2d/core/Utility.h"
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-#include "ShadowMap.h"
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+#include "2d/sceneobject/LightObject.h"
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// Script bindings.
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-#include "ShadowMap_ScriptBinding.h"
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+#include "LightObject_ScriptBinding.h"
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-IMPLEMENT_CONOBJECT(ShadowMap);
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+IMPLEMENT_CONOBJECT(LightObject);
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-ShadowMap::ShadowMap():
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+LightObject::LightObject():
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mLightRadius(10.0f),
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mLightSegments(15)
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{
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@@ -18,12 +18,12 @@ ShadowMap::ShadowMap():
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mBodyDefinition.type = b2_staticBody;
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}
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-ShadowMap::~ShadowMap()
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+LightObject::~LightObject()
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{
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}
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-bool ShadowMap::onAdd()
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+bool LightObject::onAdd()
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{
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// Call Parent.
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if (!Parent::onAdd())
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@@ -35,28 +35,28 @@ bool ShadowMap::onAdd()
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//----------------------------------------------------------------------------
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-void ShadowMap::onRemove()
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+void LightObject::onRemove()
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{
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// Call Parent.
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Parent::onRemove();
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}
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-void ShadowMap::initPersistFields()
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+void LightObject::initPersistFields()
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{
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Parent::initPersistFields();
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/// Light settings.
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- addProtectedField("LightRadius", TypeF32, Offset(mLightRadius, ShadowMap), &setLightRadius, &defaultProtectedGetFn, &writeLightRadius, "");
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- addProtectedField("LightSegments", TypeS32, Offset(mLightSegments, ShadowMap), &setLightSegments, &defaultProtectedGetFn, &writeLightSegments, "");
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+ addProtectedField("LightRadius", TypeF32, Offset(mLightRadius, LightObject), &setLightRadius, &defaultProtectedGetFn, &writeLightRadius, "");
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+ addProtectedField("LightSegments", TypeS32, Offset(mLightSegments, LightObject), &setLightSegments, &defaultProtectedGetFn, &writeLightSegments, "");
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}
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-void ShadowMap::safeDelete(void)
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+void LightObject::safeDelete(void)
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{
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Parent::safeDelete();
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}
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-void ShadowMap::sceneRender(const SceneRenderState * sceneRenderState, const SceneRenderRequest * sceneRenderRequest, BatchRender * batchRender)
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+void LightObject::sceneRender(const SceneRenderState * sceneRenderState, const SceneRenderRequest * sceneRenderRequest, BatchRender * batchRender)
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{
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Vector2 worldPos = getPosition();
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Vector<Vector2> verts;
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@@ -207,14 +207,14 @@ void ShadowMap::sceneRender(const SceneRenderState * sceneRenderState, const Sce
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glPopMatrix();
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}
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-void ShadowMap::OnRegisterScene(Scene* mScene)
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+void LightObject::OnRegisterScene(Scene* mScene)
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{
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Parent::OnRegisterScene(mScene);
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mScene->getWorldQuery()->addAlwaysInScope(this);
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}
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-void ShadowMap::OnUnregisterScene(Scene* mScene)
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+void LightObject::OnUnregisterScene(Scene* mScene)
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{
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mScene->getWorldQuery()->removeAlwaysInScope(this);
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Parent::OnUnregisterScene(mScene);
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