//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #ifndef _LIGHTBASE_H_ #define _LIGHTBASE_H_ #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _LIGHTINFO_H_ #include "lighting/lightInfo.h" #endif #ifndef _ITICKABLE_H_ #include "core/iTickable.h" #endif #ifndef _LIGHTFLAREDATA_H_ #include "T3D/lightFlareData.h" #endif #ifndef _LIGHTANIMDATA_H_ #include "T3D/lightAnimData.h" #endif class LightAnimData; class LightBase : public SceneObject, public ISceneLight, public virtual ITickable { typedef SceneObject Parent; friend class LightAnimData; friend class LightFlareData; protected: bool mIsEnabled; LinearColorF mColor; F32 mBrightness; bool mCastShadows; S32 mStaticRefreshFreq; S32 mDynamicRefreshFreq; F32 mPriority; LightInfo *mLight; LightAnimData *mAnimationData; LightAnimState mAnimState; LightFlareData *mFlareData; LightFlareState mFlareState; F32 mFlareScale; static bool smRenderViz; virtual void _conformLights() {} void _onRenderViz( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat ); virtual void _renderViz( SceneRenderState *state ) {} enum LightMasks { InitialUpdateMask = Parent::NextFreeMask, EnabledMask = Parent::NextFreeMask << 1, TransformMask = Parent::NextFreeMask << 2, UpdateMask = Parent::NextFreeMask << 3, DatablockMask = Parent::NextFreeMask << 4, NextFreeMask = Parent::NextFreeMask << 5 }; // SimObject. virtual void _onSelected(); virtual void _onUnselected(); public: LightBase(); virtual ~LightBase(); // SimObject virtual bool onAdd(); virtual void onRemove(); // ConsoleObject void inspectPostApply(); static void initPersistFields(); DECLARE_CONOBJECT(LightBase); // NetObject U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ); void unpackUpdate( NetConnection *conn, BitStream *stream ); // ISceneLight virtual void submitLights( LightManager *lm, bool staticLighting ); virtual LightInfo* getLight() { return mLight; } // SceneObject virtual void setTransform( const MatrixF &mat ); virtual void prepRenderImage( SceneRenderState *state ); // ITickable virtual void interpolateTick( F32 delta ); virtual void processTick(); virtual void advanceTime( F32 timeDelta ); /// Toggles the light on and off. void setLightEnabled( bool enabled ); bool getLightEnabled() { return mIsEnabled; }; /// Animate the light. virtual void pauseAnimation( void ); virtual void playAnimation( void ); virtual void playAnimation( LightAnimData *animData ); protected: bool mLocalRenderViz; }; #endif // _LIGHTBASE_H_