LightFlareData

Engine/source/T3D/lightFlareData.h

More...

Private Types

Parent 

Public Functions

Called after any property of the object is changed in the world editor.

bool
preload(bool server, String & errorStr)

Called to prepare the datablock for use, after it has been unpacked.

Submits render instances for corona and flare effects.

Public Static Functions

Protected Functions

bool
_preload(bool server, String & errorStr)
bool
_testVisibility(const SceneRenderState * state, LightFlareState * flareState, U32 * outVisDelta, F32 * outOcclusionFade, Point3F * outLightPosSS)

Detailed Description

Private Types

typedef SimDataBlock Parent 

Protected Static Attributes

const U32 FadeInTime 
const U32 FadeOutTime 
const U32 LosMask 
Point3F sBasePoints [4]

Protected Attributes

U32 mElementCount 
F32 mElementDist [MAX_ELEMENTS]
RectF mElementRect [MAX_ELEMENTS]
bool mElementRotate [MAX_ELEMENTS]
F32 mElementScale [MAX_ELEMENTS]
LinearColorF mElementTint [MAX_ELEMENTS]
bool mElementUseLightColor [MAX_ELEMENTS]
bool mFlareEnabled 
GFXPrimitiveBufferHandle mFlarePrimBuffer 
GFXTexHandle mFlareTexture 
String mFlareTextureName 
F32 mOcclusionRadius 
bool mRenderReflectPass 
F32 mScale 

Public Functions

LightFlareData()

~LightFlareData()

DECLARE_CONOBJECT(LightFlareData )

inspectPostApply()

Reimplemented from: SimObject

packData(BitStream * stream)

Reimplemented from: SimDataBlock

preload(bool server, String & errorStr)

Reimplemented from: SimDataBlock

prepRender(SceneRenderState * state, LightFlareState * flareState)

Submits render instances for corona and flare effects.

unpackData(BitStream * stream)

Reimplemented from: SimDataBlock

Public Static Functions

initPersistFields()

Protected Functions

_makePrimBuffer(GFXPrimitiveBufferHandle * pb, U32 count)

_preload(bool server, String & errorStr)

_renderCorona(ObjectRenderInst * ri, SceneRenderState * state, BaseMatInstance * overrideMat)

_testVisibility(const SceneRenderState * state, LightFlareState * flareState, U32 * outVisDelta, F32 * outOcclusionFade, Point3F * outLightPosSS)