//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // 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() { // 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(), 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(), 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; } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//