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- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // 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<LightAnimData>(), 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<LightFlareData>(), 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;
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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