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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/pointLight.h"
- #include "console/consoleTypes.h"
- #include "core/stream/bitStream.h"
- #include "gfx/gfxDrawUtil.h"
- #include "lighting/shadowMap/lightShadowMap.h"
- IMPLEMENT_CO_NETOBJECT_V1( PointLight );
- ConsoleDocClass( PointLight,
- "@brief Lighting object that radiates light in all directions.\n\n"
- "PointLight is one of the two types of lighting objects that can be added "
- "to a Torque 3D level, the other being SpotLight. Unlike directional or conical light, "
- "the PointLight emits lighting in all directions. The attenuation is controlled "
- "by a single variable: LightObject::radius.\n\n"
- "@tsexample\n"
- "// Declaration of a point light in script, or created by World Editor\n"
- "new PointLight(CrystalLight)\n"
- "{\n"
- " radius = \"10\";\n"
- " isEnabled = \"1\";\n"
- " color = \"1 0.905882 0 1\";\n"
- " brightness = \"0.5\";\n"
- " castShadows = \"1\";\n"
- " priority = \"1\";\n"
- " animate = \"1\";\n"
- " animationType = \"SubtlePulseLightAnim\";\n"
- " animationPeriod = \"3\";\n"
- " animationPhase = \"3\";\n"
- " flareScale = \"1\";\n"
- " attenuationRatio = \"0 1 1\";\n"
- " shadowType = \"DualParaboloidSinglePass\";\n"
- " texSize = \"512\";\n"
- " overDarkFactor = \"2000 1000 500 100\";\n"
- " shadowDistance = \"400\";\n"
- " shadowSoftness = \"0.15\";\n"
- " numSplits = \"1\";\n"
- " logWeight = \"0.91\";\n"
- " fadeStartDistance = \"0\";\n"
- " lastSplitTerrainOnly = \"0\";\n"
- " splitFadeDistances = \"10 20 30 40\";\n"
- " representedInLightmap = \"0\";\n"
- " shadowDarkenColor = \"0 0 0 -1\";\n"
- " includeLightmappedGeometryInShadow = \"1\";\n"
- " position = \"-61.3866 1.69186 5.1464\";\n"
- " rotation = \"1 0 0 0\";\n"
- "};\n"
- "@endtsexample\n\n"
- "@see LightBase\n\n"
- "@see SpotLight\n\n"
- "@ingroup Lighting\n"
- );
- PointLight::PointLight()
- : mRadius( 5.0f )
- {
- // We set the type here to ensure the extended
- // parameter validation works when setting fields.
- mLight->setType( LightInfo::Point );
- //This lets us override the default shadowmap properties for point lights specifically
- //We'll set the overdark factor to a lower value to mitigate visible aliasing from over-darkening the cubemap
- //And then use cubemaps as the default shadowmap type
- ShadowMapParams* p = mLight->getExtended<ShadowMapParams>();
- p->overDarkFactor = Point4F(10, 5, 4, 1);
- p->shadowType = ShadowType::ShadowType_CubeMap;
- }
- PointLight::~PointLight()
- {
- }
- void PointLight::initPersistFields()
- {
- docsURL;
- addGroup( "Light" );
- addField( "radius", TypeF32, Offset( mRadius, PointLight ), "Controls the falloff of the light emission" );
- endGroup( "Light" );
- // We do the parent fields at the end so that
- // they show up that way in the inspector.
- Parent::initPersistFields();
- // Remove the scale field... it's already
- // defined by the light radius.
- removeField( "scale" );
- //These are particular fields for PSSM, so useless for point lights
- removeField("numSplits");
- removeField("logWeight");
- removeField("lastSplitTerrainOnly");
- }
- void PointLight::_conformLights()
- {
- mLight->setTransform( getRenderTransform() );
- mLight->setRange( mRadius );
- mLight->setColor( mColor );
- mLight->setBrightness( mBrightness );
- mLight->setCastShadows( mCastShadows );
- mLight->setStaticRefreshFreq(mStaticRefreshFreq);
- mLight->setDynamicRefreshFreq(mDynamicRefreshFreq);
- mLight->setPriority( mPriority );
- // Update the bounds and scale to fit our light.
- mObjBox.minExtents.set( -1, -1, -1 );
- mObjBox.maxExtents.set( 1, 1, 1 );
- mObjScale.set( mRadius, mRadius, mRadius );
- // Skip our transform... it just dirties mask bits.
- Parent::setTransform( mObjToWorld );
- }
- U32 PointLight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream )
- {
- if ( stream->writeFlag( mask & UpdateMask ) )
- stream->write( mRadius );
- return Parent::packUpdate( conn, mask, stream );
- }
- void PointLight::unpackUpdate( NetConnection *conn, BitStream *stream )
- {
- if ( stream->readFlag() ) // UpdateMask
- stream->read( &mRadius );
- Parent::unpackUpdate( conn, stream );
- }
- void PointLight::setScale( const VectorF &scale )
- {
- // Use the average of the three coords.
- mRadius = ( scale.x + scale.y + scale.z ) / 3.0f;
- // We changed our settings so notify the client.
- setMaskBits( UpdateMask );
- // Let the parent do the final scale.
- Parent::setScale( VectorF( mRadius, mRadius, mRadius ) );
- }
- void PointLight::_renderViz( SceneRenderState *state )
- {
- GFXDrawUtil *draw = GFX->getDrawUtil();
- GFXStateBlockDesc desc;
- desc.setZReadWrite( true, false );
- desc.setCullMode( GFXCullNone );
- desc.setBlend( true );
- // Base the sphere color on the light color.
- ColorI color = mColor.toColorI();
- color.alpha = 16;
- draw->drawSphere( desc, mRadius, getPosition(), color );
- }
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