lightBase.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 25// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames 26// Copyright (C) 2015 Faust Logic, Inc. 27//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 28 29#ifndef _LIGHTBASE_H_ 30#define _LIGHTBASE_H_ 31 32#ifndef _SCENEOBJECT_H_ 33#include "scene/sceneObject.h" 34#endif 35#ifndef _LIGHTINFO_H_ 36#include "lighting/lightInfo.h" 37#endif 38#ifndef _ITICKABLE_H_ 39#include "core/iTickable.h" 40#endif 41#ifndef _LIGHTFLAREDATA_H_ 42#include "T3D/lightFlareData.h" 43#endif 44#ifndef _LIGHTANIMDATA_H_ 45#include "T3D/lightAnimData.h" 46#endif 47 48class LightAnimData; 49 50class LightBase : public SceneObject, public ISceneLight, public virtual ITickable 51{ 52 typedef SceneObject Parent; 53 friend class LightAnimData; 54 friend class LightFlareData; 55 56protected: 57 58 bool mIsEnabled; 59 60 LinearColorF mColor; 61 62 F32 mBrightness; 63 64 bool mCastShadows; 65 S32 mStaticRefreshFreq; 66 S32 mDynamicRefreshFreq; 67 F32 mPriority; 68 69 LightInfo *mLight; 70 71 LightAnimData *mAnimationData; 72 LightAnimState mAnimState; 73 74 LightFlareData *mFlareData; 75 LightFlareState mFlareState; 76 F32 mFlareScale; 77 78 static bool smRenderViz; 79 80 virtual void _conformLights() {} 81 82 void _onRenderViz( ObjectRenderInst *ri, 83 SceneRenderState *state, 84 BaseMatInstance *overrideMat ); 85 86 virtual void _renderViz( SceneRenderState *state ) {} 87 88 enum LightMasks 89 { 90 InitialUpdateMask = Parent::NextFreeMask, 91 EnabledMask = Parent::NextFreeMask << 1, 92 TransformMask = Parent::NextFreeMask << 2, 93 UpdateMask = Parent::NextFreeMask << 3, 94 DatablockMask = Parent::NextFreeMask << 4, 95 NextFreeMask = Parent::NextFreeMask << 5 96 }; 97 98 // SimObject. 99 virtual void _onSelected(); 100 virtual void _onUnselected(); 101 102public: 103 104 LightBase(); 105 virtual ~LightBase(); 106 107 // SimObject 108 virtual bool onAdd(); 109 virtual void onRemove(); 110 111 // ConsoleObject 112 void inspectPostApply(); 113 static void initPersistFields(); 114 DECLARE_CONOBJECT(LightBase); 115 116 // NetObject 117 U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ); 118 void unpackUpdate( NetConnection *conn, BitStream *stream ); 119 120 // ISceneLight 121 virtual void submitLights( LightManager *lm, bool staticLighting ); 122 virtual LightInfo* getLight() { return mLight; } 123 124 // SceneObject 125 virtual void setTransform( const MatrixF &mat ); 126 virtual void prepRenderImage( SceneRenderState *state ); 127 128 // ITickable 129 virtual void interpolateTick( F32 delta ); 130 virtual void processTick(); 131 virtual void advanceTime( F32 timeDelta ); 132 133 /// Toggles the light on and off. 134 void setLightEnabled( bool enabled ); 135 bool getLightEnabled() { return mIsEnabled; }; 136 137 /// Animate the light. 138 virtual void pauseAnimation( void ); 139 virtual void playAnimation( void ); 140 virtual void playAnimation( LightAnimData *animData ); 141protected: 142 bool mLocalRenderViz; 143}; 144 145#endif // _LIGHTBASE_H_ 146