2012-09-19 15:15:01 +00:00
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// 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 "lighting/basic/basicLightManager.h"
|
|
|
|
|
|
|
|
|
|
#include "platform/platformTimer.h"
|
|
|
|
|
#include "console/simSet.h"
|
|
|
|
|
#include "console/consoleTypes.h"
|
|
|
|
|
#include "core/module.h"
|
|
|
|
|
#include "core/util/safeDelete.h"
|
|
|
|
|
#include "materials/processedMaterial.h"
|
|
|
|
|
#include "shaderGen/shaderFeature.h"
|
|
|
|
|
#include "lighting/basic/basicSceneObjectLightingPlugin.h"
|
|
|
|
|
#include "shaderGen/shaderGenVars.h"
|
|
|
|
|
#include "gfx/gfxShader.h"
|
|
|
|
|
#include "materials/sceneData.h"
|
|
|
|
|
#include "materials/materialParameters.h"
|
|
|
|
|
#include "materials/materialManager.h"
|
|
|
|
|
#include "materials/materialFeatureTypes.h"
|
|
|
|
|
#include "math/util/frustum.h"
|
|
|
|
|
#include "scene/sceneObject.h"
|
2017-04-11 05:23:14 +00:00
|
|
|
#include "renderInstance/renderDeferredMgr.h"
|
2012-09-19 15:15:01 +00:00
|
|
|
#include "shaderGen/featureMgr.h"
|
|
|
|
|
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
|
|
|
|
|
#include "shaderGen/HLSL/bumpHLSL.h"
|
|
|
|
|
#include "shaderGen/HLSL/pixSpecularHLSL.h"
|
|
|
|
|
#include "lighting/basic/blTerrainSystem.h"
|
|
|
|
|
#include "lighting/common/projectedShadow.h"
|
|
|
|
|
|
2014-11-08 00:32:11 +00:00
|
|
|
#if defined( TORQUE_OPENGL )
|
2012-09-19 15:15:01 +00:00
|
|
|
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
|
|
|
|
|
#include "shaderGen/GLSL/bumpGLSL.h"
|
|
|
|
|
#include "shaderGen/GLSL/pixSpecularGLSL.h"
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
MODULE_BEGIN( BasicLightManager )
|
|
|
|
|
|
|
|
|
|
MODULE_SHUTDOWN_AFTER( Scene )
|
|
|
|
|
|
|
|
|
|
MODULE_INIT
|
|
|
|
|
{
|
|
|
|
|
ManagedSingleton< BasicLightManager >::createSingleton();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MODULE_SHUTDOWN
|
|
|
|
|
{
|
|
|
|
|
ManagedSingleton< BasicLightManager >::deleteSingleton();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MODULE_END;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
U32 BasicLightManager::smActiveShadowPlugins = 0;
|
|
|
|
|
U32 BasicLightManager::smShadowsUpdated = 0;
|
|
|
|
|
U32 BasicLightManager::smElapsedUpdateMs = 0;
|
|
|
|
|
|
|
|
|
|
F32 BasicLightManager::smProjectedShadowFilterDistance = 40.0f;
|
|
|
|
|
|
|
|
|
|
static S32 QSORT_CALLBACK comparePluginScores( const void *a, const void *b )
|
|
|
|
|
{
|
|
|
|
|
const BasicSceneObjectLightingPlugin *A = *((BasicSceneObjectLightingPlugin**)a);
|
|
|
|
|
const BasicSceneObjectLightingPlugin *B = *((BasicSceneObjectLightingPlugin**)b);
|
|
|
|
|
|
|
|
|
|
F32 dif = B->getScore() - A->getScore();
|
|
|
|
|
return (S32)mFloor( dif );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BasicLightManager::BasicLightManager()
|
|
|
|
|
: LightManager( "Basic Lighting", "BLM" ),
|
|
|
|
|
mLastShader(NULL),
|
|
|
|
|
mLastConstants(NULL)
|
|
|
|
|
{
|
|
|
|
|
mTimer = PlatformTimer::create();
|
|
|
|
|
|
|
|
|
|
mTerrainSystem = new blTerrainSystem;
|
|
|
|
|
|
|
|
|
|
getSceneLightingInterface()->registerSystem( mTerrainSystem );
|
|
|
|
|
|
|
|
|
|
Con::addVariable( "$BasicLightManagerStats::activePlugins",
|
|
|
|
|
TypeS32, &smActiveShadowPlugins,
|
|
|
|
|
"The number of active Basic Lighting SceneObjectLightingPlugin objects this frame.\n"
|
|
|
|
|
"@ingroup BasicLighting\n" );
|
|
|
|
|
|
|
|
|
|
Con::addVariable( "$BasicLightManagerStats::shadowsUpdated",
|
|
|
|
|
TypeS32, &smShadowsUpdated,
|
|
|
|
|
"The number of Basic Lighting shadows updated this frame.\n"
|
|
|
|
|
"@ingroup BasicLighting\n" );
|
|
|
|
|
|
|
|
|
|
Con::addVariable( "$BasicLightManagerStats::elapsedUpdateMs",
|
|
|
|
|
TypeS32, &smElapsedUpdateMs,
|
|
|
|
|
"The number of milliseconds spent this frame updating Basic Lighting shadows.\n"
|
|
|
|
|
"@ingroup BasicLighting\n" );
|
|
|
|
|
|
|
|
|
|
Con::addVariable( "$BasicLightManager::shadowFilterDistance",
|
|
|
|
|
TypeF32, &smProjectedShadowFilterDistance,
|
|
|
|
|
"The maximum distance in meters that projected shadows will get soft filtering.\n"
|
|
|
|
|
"@ingroup BasicLighting\n" );
|
|
|
|
|
|
|
|
|
|
Con::addVariable( "$pref::ProjectedShadow::fadeStartPixelSize",
|
|
|
|
|
TypeF32, &ProjectedShadow::smFadeStartPixelSize,
|
|
|
|
|
"A size in pixels at which BL shadows begin to fade out. "
|
|
|
|
|
"This should be a larger value than fadeEndPixelSize.\n"
|
|
|
|
|
"@see DecalData\n"
|
|
|
|
|
"@ingroup BasicLighting\n" );
|
|
|
|
|
|
|
|
|
|
Con::addVariable( "$pref::ProjectedShadow::fadeEndPixelSize",
|
|
|
|
|
TypeF32, &ProjectedShadow::smFadeEndPixelSize,
|
|
|
|
|
"A size in pixels at which BL shadows are fully faded out. "
|
|
|
|
|
"This should be a smaller value than fadeStartPixelSize.\n"
|
|
|
|
|
"@see DecalData\n"
|
|
|
|
|
"@ingroup BasicLighting\n" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BasicLightManager::~BasicLightManager()
|
|
|
|
|
{
|
|
|
|
|
mLastShader = NULL;
|
|
|
|
|
mLastConstants = NULL;
|
|
|
|
|
|
|
|
|
|
for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
|
|
|
|
|
{
|
|
|
|
|
if (i->value)
|
|
|
|
|
SAFE_DELETE(i->value);
|
|
|
|
|
}
|
|
|
|
|
mConstantLookup.clear();
|
|
|
|
|
|
|
|
|
|
if (mTimer)
|
|
|
|
|
SAFE_DELETE( mTimer );
|
|
|
|
|
|
|
|
|
|
SAFE_DELETE( mTerrainSystem );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool BasicLightManager::isCompatible() const
|
|
|
|
|
{
|
|
|
|
|
// As long as we have some shaders this works.
|
|
|
|
|
return GFX->getPixelShaderVersion() > 1.0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BasicLightManager::activate( SceneManager *sceneManager )
|
|
|
|
|
{
|
|
|
|
|
Parent::activate( sceneManager );
|
|
|
|
|
|
|
|
|
|
if( GFX->getAdapterType() == OpenGL )
|
|
|
|
|
{
|
2014-11-08 00:32:11 +00:00
|
|
|
#if defined( TORQUE_OPENGL )
|
2012-09-19 15:15:01 +00:00
|
|
|
FEATUREMGR->registerFeature( MFT_LightMap, new LightmapFeatGLSL );
|
|
|
|
|
FEATUREMGR->registerFeature( MFT_ToneMap, new TonemapFeatGLSL );
|
|
|
|
|
FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatGLSL );
|
|
|
|
|
FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatGLSL );
|
|
|
|
|
FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularGLSL );
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2014-11-30 03:00:58 +00:00
|
|
|
#if defined( TORQUE_OS_WIN )
|
2012-09-19 15:15:01 +00:00
|
|
|
FEATUREMGR->registerFeature( MFT_LightMap, new LightmapFeatHLSL );
|
|
|
|
|
FEATUREMGR->registerFeature( MFT_ToneMap, new TonemapFeatHLSL );
|
|
|
|
|
FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatHLSL );
|
|
|
|
|
FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatHLSL );
|
|
|
|
|
FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularHLSL );
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FEATUREMGR->unregisterFeature( MFT_MinnaertShading );
|
|
|
|
|
FEATUREMGR->unregisterFeature( MFT_SubSurface );
|
|
|
|
|
|
2017-04-11 05:23:14 +00:00
|
|
|
// First look for the deferred bin...
|
2017-05-14 23:28:17 +00:00
|
|
|
RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
|
2012-09-19 15:15:01 +00:00
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
// If you would like to use forward shading, and have a linear depth pre-pass
|
|
|
|
|
// than un-comment this code block.
|
2017-05-14 23:28:17 +00:00
|
|
|
if ( !deferredBin )
|
2012-09-19 15:15:01 +00:00
|
|
|
{
|
|
|
|
|
Vector<GFXFormat> formats;
|
|
|
|
|
formats.push_back( GFXFormatR32F );
|
|
|
|
|
formats.push_back( GFXFormatR16F );
|
|
|
|
|
formats.push_back( GFXFormatR8G8B8A8 );
|
|
|
|
|
GFXFormat linearDepthFormat = GFX->selectSupportedFormat( &GFXDefaultRenderTargetProfile,
|
|
|
|
|
formats,
|
|
|
|
|
true,
|
|
|
|
|
false );
|
|
|
|
|
|
|
|
|
|
// Uncomment this for a no-color-write z-fill pass.
|
|
|
|
|
//linearDepthFormat = GFXFormat_COUNT;
|
|
|
|
|
|
2017-05-14 23:28:17 +00:00
|
|
|
deferredBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
|
|
|
|
|
deferredBin->registerObject();
|
|
|
|
|
rpm->addManager( deferredBin );
|
2012-09-19 15:15:01 +00:00
|
|
|
}
|
|
|
|
|
*/
|
2017-05-14 23:28:17 +00:00
|
|
|
mDeferredRenderBin = deferredBin;
|
2012-09-19 15:15:01 +00:00
|
|
|
|
2017-04-11 05:23:14 +00:00
|
|
|
// If there is a deferred bin
|
|
|
|
|
MATMGR->setDeferredEnabled( mDeferredRenderBin.isValid() );
|
|
|
|
|
sceneManager->setPostEffectFog( mDeferredRenderBin.isValid() && mDeferredRenderBin->getTargetChainLength() > 0 );
|
2012-09-19 15:15:01 +00:00
|
|
|
|
2017-04-11 05:23:14 +00:00
|
|
|
// Tell the material manager that we don't use deferred.
|
|
|
|
|
MATMGR->setDeferredEnabled( false );
|
2012-09-19 15:15:01 +00:00
|
|
|
|
|
|
|
|
GFXShader::addGlobalMacro( "TORQUE_BASIC_LIGHTING" );
|
|
|
|
|
|
|
|
|
|
// Hook into the SceneManager prerender signal.
|
|
|
|
|
sceneManager->getPreRenderSignal().notify( this, &BasicLightManager::_onPreRender );
|
|
|
|
|
|
|
|
|
|
// Last thing... let everyone know we're active.
|
|
|
|
|
smActivateSignal.trigger( getId(), true );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BasicLightManager::deactivate()
|
|
|
|
|
{
|
|
|
|
|
Parent::deactivate();
|
|
|
|
|
|
|
|
|
|
mLastShader = NULL;
|
|
|
|
|
mLastConstants = NULL;
|
|
|
|
|
|
|
|
|
|
for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
|
|
|
|
|
{
|
|
|
|
|
if (i->value)
|
|
|
|
|
SAFE_DELETE(i->value);
|
|
|
|
|
}
|
|
|
|
|
mConstantLookup.clear();
|
|
|
|
|
|
2017-04-11 05:23:14 +00:00
|
|
|
if ( mDeferredRenderBin )
|
|
|
|
|
mDeferredRenderBin->deleteObject();
|
|
|
|
|
mDeferredRenderBin = NULL;
|
2012-09-19 15:15:01 +00:00
|
|
|
|
|
|
|
|
GFXShader::removeGlobalMacro( "TORQUE_BASIC_LIGHTING" );
|
|
|
|
|
|
|
|
|
|
// Remove us from the prerender signal.
|
|
|
|
|
getSceneManager()->getPreRenderSignal().remove( this, &BasicLightManager::_onPreRender );
|
|
|
|
|
|
|
|
|
|
// Now let everyone know we've deactivated.
|
|
|
|
|
smActivateSignal.trigger( getId(), false );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BasicLightManager::_onPreRender( SceneManager *sceneManger, const SceneRenderState *state )
|
|
|
|
|
{
|
|
|
|
|
// Update all our shadow plugins here!
|
|
|
|
|
Vector<BasicSceneObjectLightingPlugin*> *pluginInsts = BasicSceneObjectLightingPlugin::getPluginInstances();
|
|
|
|
|
|
|
|
|
|
Vector<BasicSceneObjectLightingPlugin*>::const_iterator pluginIter = (*pluginInsts).begin();
|
|
|
|
|
for ( ; pluginIter != (*pluginInsts).end(); pluginIter++ )
|
|
|
|
|
{
|
|
|
|
|
BasicSceneObjectLightingPlugin *plugin = *pluginIter;
|
|
|
|
|
plugin->updateShadow( (SceneRenderState*)state );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
U32 pluginCount = (*pluginInsts).size();
|
|
|
|
|
|
|
|
|
|
// Sort them by the score.
|
|
|
|
|
dQsort( (*pluginInsts).address(), pluginCount, sizeof(BasicSceneObjectLightingPlugin*), comparePluginScores );
|
|
|
|
|
|
|
|
|
|
mTimer->getElapsedMs();
|
|
|
|
|
mTimer->reset();
|
|
|
|
|
U32 numUpdated = 0;
|
|
|
|
|
U32 targetMs = 5;
|
|
|
|
|
|
|
|
|
|
S32 updateMs = 0;
|
|
|
|
|
|
|
|
|
|
pluginIter = (*pluginInsts).begin();
|
|
|
|
|
for ( ; pluginIter != (*pluginInsts).end(); pluginIter++ )
|
|
|
|
|
{
|
|
|
|
|
BasicSceneObjectLightingPlugin *plugin = *pluginIter;
|
|
|
|
|
|
|
|
|
|
// If we run out of update time then stop.
|
|
|
|
|
updateMs = mTimer->getElapsedMs();
|
|
|
|
|
if ( updateMs >= targetMs )
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
// NOTE! Fix this all up to past const SceneRenderState!
|
|
|
|
|
plugin->renderShadow( (SceneRenderState*)state );
|
|
|
|
|
numUpdated++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
smShadowsUpdated = numUpdated;
|
|
|
|
|
smActiveShadowPlugins = pluginCount;
|
|
|
|
|
smElapsedUpdateMs = updateMs;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BasicLightManager::LightingShaderConstants::LightingShaderConstants()
|
|
|
|
|
: mInit( false ),
|
|
|
|
|
mShader( NULL ),
|
|
|
|
|
mLightPosition( NULL ),
|
|
|
|
|
mLightDiffuse( NULL ),
|
|
|
|
|
mLightAmbient( NULL ),
|
|
|
|
|
mLightInvRadiusSq( NULL ),
|
|
|
|
|
mLightSpotDir( NULL ),
|
|
|
|
|
mLightSpotAngle( NULL ),
|
|
|
|
|
mLightSpotFalloff( NULL )
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BasicLightManager::LightingShaderConstants::~LightingShaderConstants()
|
|
|
|
|
{
|
|
|
|
|
if (mShader.isValid())
|
|
|
|
|
{
|
|
|
|
|
mShader->getReloadSignal().remove( this, &LightingShaderConstants::_onShaderReload );
|
|
|
|
|
mShader = NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BasicLightManager::LightingShaderConstants::init(GFXShader* shader)
|
|
|
|
|
{
|
|
|
|
|
if (mShader.getPointer() != shader)
|
|
|
|
|
{
|
|
|
|
|
if (mShader.isValid())
|
|
|
|
|
mShader->getReloadSignal().remove( this, &LightingShaderConstants::_onShaderReload );
|
|
|
|
|
|
|
|
|
|
mShader = shader;
|
|
|
|
|
mShader->getReloadSignal().notify( this, &LightingShaderConstants::_onShaderReload );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mLightPosition = shader->getShaderConstHandle( ShaderGenVars::lightPosition );
|
|
|
|
|
mLightDiffuse = shader->getShaderConstHandle( ShaderGenVars::lightDiffuse);
|
|
|
|
|
mLightInvRadiusSq = shader->getShaderConstHandle( ShaderGenVars::lightInvRadiusSq );
|
|
|
|
|
mLightAmbient = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
|
|
|
|
|
mLightSpotDir = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
|
|
|
|
|
mLightSpotAngle = shader->getShaderConstHandle( ShaderGenVars::lightSpotAngle );
|
|
|
|
|
mLightSpotFalloff = shader->getShaderConstHandle( ShaderGenVars::lightSpotFalloff );
|
|
|
|
|
|
|
|
|
|
mInit = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BasicLightManager::LightingShaderConstants::_onShaderReload()
|
|
|
|
|
{
|
|
|
|
|
if (mShader.isValid())
|
|
|
|
|
init( mShader );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BasicLightManager::setLightInfo( ProcessedMaterial* pmat,
|
|
|
|
|
const Material* mat,
|
|
|
|
|
const SceneData& sgData,
|
|
|
|
|
const SceneRenderState *state,
|
|
|
|
|
U32 pass,
|
|
|
|
|
GFXShaderConstBuffer* shaderConsts )
|
|
|
|
|
{
|
|
|
|
|
PROFILE_SCOPE( BasicLightManager_SetLightInfo );
|
|
|
|
|
|
|
|
|
|
GFXShader *shader = shaderConsts->getShader();
|
|
|
|
|
|
|
|
|
|
// Check to see if this is the same shader. Since we
|
|
|
|
|
// sort by material we should get hit repeatedly by the
|
|
|
|
|
// same one. This optimization should save us many
|
|
|
|
|
// hash table lookups.
|
|
|
|
|
if ( mLastShader.getPointer() != shader )
|
|
|
|
|
{
|
|
|
|
|
LightConstantMap::Iterator iter = mConstantLookup.find(shader);
|
|
|
|
|
if ( iter != mConstantLookup.end() )
|
|
|
|
|
{
|
|
|
|
|
mLastConstants = iter->value;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
LightingShaderConstants* lsc = new LightingShaderConstants();
|
|
|
|
|
mConstantLookup[shader] = lsc;
|
|
|
|
|
|
|
|
|
|
mLastConstants = lsc;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set our new shader
|
|
|
|
|
mLastShader = shader;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Make sure that our current lighting constants are initialized
|
|
|
|
|
if (!mLastConstants->mInit)
|
|
|
|
|
mLastConstants->init(shader);
|
|
|
|
|
|
|
|
|
|
// NOTE: If you encounter a crash from this point forward
|
|
|
|
|
// while setting a shader constant its probably because the
|
|
|
|
|
// mConstantLookup has bad shaders/constants in it.
|
|
|
|
|
//
|
|
|
|
|
// This is a known crash bug that can occur if materials/shaders
|
|
|
|
|
// are reloaded and the light manager is not reset.
|
|
|
|
|
//
|
|
|
|
|
// We should look to fix this by clearing the table.
|
|
|
|
|
|
|
|
|
|
_update4LightConsts( sgData,
|
|
|
|
|
mLastConstants->mLightPosition,
|
|
|
|
|
mLastConstants->mLightDiffuse,
|
|
|
|
|
mLastConstants->mLightAmbient,
|
|
|
|
|
mLastConstants->mLightInvRadiusSq,
|
|
|
|
|
mLastConstants->mLightSpotDir,
|
|
|
|
|
mLastConstants->mLightSpotAngle,
|
|
|
|
|
mLastConstants->mLightSpotFalloff,
|
|
|
|
|
shaderConsts );
|
|
|
|
|
}
|