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Phase 2: #ifdef for Zodiacs and particles

Marc Chapman 7 years ago
parent
commit
b8f722e2f9

+ 6 - 4
Engine/source/T3D/fx/particleEmitter.h

@@ -47,10 +47,12 @@
 class RenderPassManager;
 class RenderPassManager;
 class ParticleData;
 class ParticleData;
 
 
-#define AFX_CAP_PARTICLE_POOLS
-#if defined(AFX_CAP_PARTICLE_POOLS)
-class afxParticlePoolData;
-class afxParticlePool;
+#ifdef TORQUE_AFX_ENABLED
+	#define AFX_CAP_PARTICLE_POOLS
+	#if defined(AFX_CAP_PARTICLE_POOLS)
+	class afxParticlePoolData;
+	class afxParticlePool;
+	#endif
 #endif
 #endif
 
 
 //*****************************************************************************
 //*****************************************************************************

+ 7 - 0
Engine/source/T3D/gameBase/gameConnection.cpp

@@ -194,12 +194,14 @@ bool GameConnection::client_cache_on = false;
 //----------------------------------------------------------------------------
 //----------------------------------------------------------------------------
 GameConnection::GameConnection()
 GameConnection::GameConnection()
 {
 {
+#ifdef TORQUE_AFX_ENABLED
    mRolloverObj = NULL;
    mRolloverObj = NULL;
    mPreSelectedObj = NULL;
    mPreSelectedObj = NULL;
    mSelectedObj = NULL;
    mSelectedObj = NULL;
    mChangedSelectedObj = false;
    mChangedSelectedObj = false;
    mPreSelectTimestamp = 0;
    mPreSelectTimestamp = 0;
    zoned_in = false;
    zoned_in = false;
+#endif
    
    
 #ifdef AFX_CAP_DATABLOCK_CACHE 
 #ifdef AFX_CAP_DATABLOCK_CACHE 
    client_db_stream = new InfiniteBitStream;
    client_db_stream = new InfiniteBitStream;
@@ -1177,6 +1179,7 @@ void GameConnection::readPacket(BitStream *bstream)
    {
    {
       mMoveList->clientReadMovePacket(bstream);
       mMoveList->clientReadMovePacket(bstream);
 
 
+#ifdef TORQUE_AFX_ENABLED
       // selected object - do we have a change in status?
       // selected object - do we have a change in status?
       if (bstream->readFlag()) 
       if (bstream->readFlag()) 
       { 
       { 
@@ -1188,6 +1191,8 @@ void GameConnection::readPacket(BitStream *bstream)
          else
          else
             setSelectedObj(NULL);
             setSelectedObj(NULL);
       }
       }
+#endif
+
       bool hadFlash = mDamageFlash > 0 || mWhiteOut > 0;
       bool hadFlash = mDamageFlash > 0 || mWhiteOut > 0;
       mDamageFlash = 0;
       mDamageFlash = 0;
       mWhiteOut = 0;
       mWhiteOut = 0;
@@ -1431,6 +1436,7 @@ void GameConnection::writePacket(BitStream *bstream, PacketNotify *note)
       // all the damage flash & white out
       // all the damage flash & white out
 
 
       S32 gIndex = -1;
       S32 gIndex = -1;
+#ifdef TORQUE_AFX_ENABLED
       if (mChangedSelectedObj)
       if (mChangedSelectedObj)
       {
       {
          S32 gidx;
          S32 gidx;
@@ -1459,6 +1465,7 @@ void GameConnection::writePacket(BitStream *bstream, PacketNotify *note)
       }
       }
       else
       else
          bstream->writeFlag(false);
          bstream->writeFlag(false);
+#endif
 		 
 		 
       if (!mControlObject.isNull())
       if (!mControlObject.isNull())
       {
       {

+ 3 - 2
Engine/source/T3D/gameBase/gameConnection.h

@@ -385,7 +385,8 @@ protected:
    DECLARE_CALLBACK( void, setLagIcon, (bool state) );
    DECLARE_CALLBACK( void, setLagIcon, (bool state) );
    DECLARE_CALLBACK( void, onDataBlocksDone, (U32 sequence) );
    DECLARE_CALLBACK( void, onDataBlocksDone, (U32 sequence) );
    DECLARE_CALLBACK( void, onFlash, (bool state) );
    DECLARE_CALLBACK( void, onFlash, (bool state) );
-   
+
+#ifdef TORQUE_AFX_ENABLED
    // GameConnection is modified to keep track of object selections which are used in
    // GameConnection is modified to keep track of object selections which are used in
    // spell targeting. This code stores the current object selection as well as the
    // spell targeting. This code stores the current object selection as well as the
    // current rollover object beneath the cursor. The rollover object is treated as a
    // current rollover object beneath the cursor. The rollover object is treated as a
@@ -415,7 +416,7 @@ private:
 public:
 public:
    bool          isZonedIn() const { return zoned_in; }
    bool          isZonedIn() const { return zoned_in; }
    void          setZonedIn() { zoned_in = true; }
    void          setZonedIn() { zoned_in = true; }
-   
+#endif
 #ifdef AFX_CAP_DATABLOCK_CACHE
 #ifdef AFX_CAP_DATABLOCK_CACHE
 private:
 private:
    static StringTableEntry  server_cache_filename;
    static StringTableEntry  server_cache_filename;

+ 4 - 2
Engine/source/T3D/groundPlane.cpp

@@ -44,8 +44,9 @@
 #include "T3D/physics/physicsPlugin.h"
 #include "T3D/physics/physicsPlugin.h"
 #include "T3D/physics/physicsBody.h"
 #include "T3D/physics/physicsBody.h"
 #include "T3D/physics/physicsCollision.h"
 #include "T3D/physics/physicsCollision.h"
-
+#ifdef TORQUE_AFX_ENABLED
 #include "afx/ce/afxZodiacMgr.h"
 #include "afx/ce/afxZodiacMgr.h"
+#endif
 
 
 /// Minimum square size allowed.  This is a cheap way to limit the amount
 /// Minimum square size allowed.  This is a cheap way to limit the amount
 /// of geometry possibly generated by the GroundPlane (vertex buffers have a
 /// of geometry possibly generated by the GroundPlane (vertex buffers have a
@@ -362,8 +363,9 @@ void GroundPlane::prepRenderImage( SceneRenderState* state )
    createGeometry( state->getCullingFrustum() );
    createGeometry( state->getCullingFrustum() );
    if( mVertexBuffer.isNull() )
    if( mVertexBuffer.isNull() )
       return;
       return;
-
+#ifdef TORQUE_AFX_ENABLED
    afxZodiacMgr::renderGroundPlaneZodiacs(state, this);
    afxZodiacMgr::renderGroundPlaneZodiacs(state, this);
+#endif
    // Add a render instance.
    // Add a render instance.
 
 
    RenderPassManager*   pass  = state->getRenderPass();
    RenderPassManager*   pass  = state->getRenderPass();

+ 8 - 2
Engine/source/T3D/tsStatic.cpp

@@ -58,8 +58,9 @@
 using namespace Torque;
 using namespace Torque;
 
 
 extern bool gEditingMission;
 extern bool gEditingMission;
-
+#ifdef TORQUE_AFX_ENABLED
 #include "afx/ce/afxZodiacMgr.h"
 #include "afx/ce/afxZodiacMgr.h"
+#endif
 
 
 IMPLEMENT_CO_NETOBJECT_V1(TSStatic);
 IMPLEMENT_CO_NETOBJECT_V1(TSStatic);
 
 
@@ -136,7 +137,9 @@ TSStatic::TSStatic()
    mHasGradients = false;
    mHasGradients = false;
    mInvertGradientRange = false;
    mInvertGradientRange = false;
    mGradientRangeUser.set(0.0f, 180.0f);
    mGradientRangeUser.set(0.0f, 180.0f);
+#ifdef TORQUE_AFX_ENABLED
    afxZodiacData::convertGradientRangeFromDegrees(mGradientRange, mGradientRangeUser);
    afxZodiacData::convertGradientRangeFromDegrees(mGradientRange, mGradientRangeUser);
+#endif
 }
 }
 
 
 TSStatic::~TSStatic()
 TSStatic::~TSStatic()
@@ -721,9 +724,10 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
       }
       }
    }
    }
    mShapeInstance->render( rdata );
    mShapeInstance->render( rdata );
-
+#ifdef TORQUE_AFX_ENABLED
    if (!mIgnoreZodiacs && mDecalDetailsPtr != 0)
    if (!mIgnoreZodiacs && mDecalDetailsPtr != 0)
       afxZodiacMgr::renderPolysoupZodiacs(state, this);
       afxZodiacMgr::renderPolysoupZodiacs(state, this);
+#endif
    if ( mRenderNormalScalar > 0 )
    if ( mRenderNormalScalar > 0 )
    {
    {
       ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
       ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
@@ -1399,11 +1403,13 @@ void TSStatic::set_special_typing()
 
 
 void TSStatic::onStaticModified(const char* slotName, const char*newValue)
 void TSStatic::onStaticModified(const char* slotName, const char*newValue)
 {
 {
+#ifdef TORQUE_AFX_ENABLED
    if (slotName == afxZodiacData::GradientRangeSlot)
    if (slotName == afxZodiacData::GradientRangeSlot)
    {
    {
       afxZodiacData::convertGradientRangeFromDegrees(mGradientRange, mGradientRangeUser);
       afxZodiacData::convertGradientRangeFromDegrees(mGradientRange, mGradientRangeUser);
       return;
       return;
    }
    }
+#endif
 
 
    set_special_typing();
    set_special_typing();
 }
 }

+ 4 - 1
Engine/source/environment/meshRoad.cpp

@@ -56,8 +56,9 @@
 #include "T3D/physics/physicsBody.h"
 #include "T3D/physics/physicsBody.h"
 #include "T3D/physics/physicsCollision.h"
 #include "T3D/physics/physicsCollision.h"
 #include "environment/nodeListManager.h"
 #include "environment/nodeListManager.h"
-
+#ifdef TORQUE_AFX_ENABLED
 #include "afx/ce/afxZodiacMgr.h"
 #include "afx/ce/afxZodiacMgr.h"
+#endif
 
 
 #define MIN_METERS_PER_SEGMENT 1.0f
 #define MIN_METERS_PER_SEGMENT 1.0f
 #define MIN_NODE_DEPTH 0.25f
 #define MIN_NODE_DEPTH 0.25f
@@ -829,7 +830,9 @@ void MeshRoad::prepRenderImage( SceneRenderState* state )
    // otherwise obey the smShowRoad flag
    // otherwise obey the smShowRoad flag
    if ( smShowRoad || !smEditorOpen )
    if ( smShowRoad || !smEditorOpen )
    {
    {
+#ifdef TORQUE_AFX_ENABLED
       afxZodiacMgr::renderMeshRoadZodiacs(state, this);
       afxZodiacMgr::renderMeshRoadZodiacs(state, this);
+#endif
       MeshRenderInst coreRI;
       MeshRenderInst coreRI;
       coreRI.clear();
       coreRI.clear();
       coreRI.objectToWorld = &MatrixF::Identity;
       coreRI.objectToWorld = &MatrixF::Identity;

+ 6 - 2
Engine/source/terrain/terrRender.cpp

@@ -52,8 +52,9 @@
 
 
 #ifdef TORQUE_AFX_ENABLED
 #ifdef TORQUE_AFX_ENABLED
 #include "afx/arcaneFX.h"
 #include "afx/arcaneFX.h"
-#endif
 #include "afx/ce/afxZodiacMgr.h"
 #include "afx/ce/afxZodiacMgr.h"
+#endif
+
 #include "gfx/gfxTransformSaver.h"
 #include "gfx/gfxTransformSaver.h"
 #include "gfx/bitmap/gBitmap.h"
 #include "gfx/bitmap/gBitmap.h"
 #include "gfx/bitmap/ddsFile.h"
 #include "gfx/bitmap/ddsFile.h"
@@ -430,7 +431,9 @@ void TerrainBlock::_renderBlock( SceneRenderState *state )
    if ( isColorDrawPass )
    if ( isColorDrawPass )
       lm = LIGHTMGR;
       lm = LIGHTMGR;
 
 
+#ifdef TORQUE_AFX_ENABLED
    bool has_zodiacs = afxZodiacMgr::doesBlockContainZodiacs(state, this);
    bool has_zodiacs = afxZodiacMgr::doesBlockContainZodiacs(state, this);
+#endif
    for ( U32 i=0; i < renderCells.size(); i++ )
    for ( U32 i=0; i < renderCells.size(); i++ )
    {
    {
       TerrCell *cell = renderCells[i];
       TerrCell *cell = renderCells[i];
@@ -492,10 +495,11 @@ void TerrainBlock::_renderBlock( SceneRenderState *state )
       }
       }
 
 
       inst->defaultKey = (U32)cell->getMaterials();
       inst->defaultKey = (U32)cell->getMaterials();
-
+#ifdef TORQUE_AFX_ENABLED
       if (has_zodiacs)
       if (has_zodiacs)
          afxZodiacMgr::renderTerrainZodiacs(state, this, cell);
          afxZodiacMgr::renderTerrainZodiacs(state, this, cell);
       // Submit it for rendering.
       // Submit it for rendering.
+#endif
       renderPass->addInst( inst );
       renderPass->addInst( inst );
    }
    }