//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #ifndef _LIGHTDESCRIPTION_H_ #define _LIGHTDESCRIPTION_H_ #ifndef _SIMDATABLOCK_H_ #include "console/simDatablock.h" #endif #ifndef _CONSOLETYPES_H_ #include "console/consoleTypes.h" #endif #ifndef _COLOR_H_ #include "core/color.h" #endif #ifndef _LIGHTANIMDATA_H_ #include "T3D/lightAnimData.h" #endif #ifndef _LIGHTFLAREDATA_H_ #include "T3D/lightFlareData.h" #endif struct LightState { LightInfo *lightInfo; F32 fullBrightness; LightAnimState animState; LightFlareState flareState; void clear() { lightInfo = NULL; fullBrightness = 1.0f; flareState.clear(); } void setLightInfo( LightInfo *li ) { flareState.lightInfo = lightInfo = li; } }; /// LightDescription is a helper datablock used by classes (such as shapebase) /// that submit lights to the scene but do not use actual "LightBase" objects. /// This datablock stores the properties of that light as fields that can be /// initialized from script. class LightAnimData; class LightFlareData; class LightManager; class ISceneLight; class LightDescription : public SimDataBlock { typedef SimDataBlock Parent; public: LightDescription(); virtual ~LightDescription(); DECLARE_CONOBJECT( LightDescription ); static void initPersistFields(); virtual void inspectPostApply(); bool onAdd(); // SimDataBlock virtual bool preload( bool server, String &errorStr ); virtual void packData( BitStream *stream ); virtual void unpackData( BitStream *stream ); //void animateLight( LightState *state ); void submitLight( LightState *state, const MatrixF &xfm, LightManager *lm, SimObject *object ); void prepRender( SceneRenderState *sceneState, LightState *lightState, const MatrixF &xfm ); bool _preload( bool server, String &errorStr ); LinearColorF color; F32 brightness; F32 range; bool castShadows; S32 mStaticRefreshFreq; S32 mDynamicRefreshFreq; LightAnimData *animationData; S32 animationDataId; F32 animationPeriod; F32 animationPhase; LightFlareData *flareData; S32 flareDataId; F32 flareScale; }; #endif // _LIGHTDESCRIPTION_H_