mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 14:44:36 +00:00
Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights)
This commit is contained in:
parent
fcd0dabc48
commit
2abdef7459
15 changed files with 881 additions and 1715 deletions
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@ -273,7 +273,7 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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return;
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//Do a quick pass to update our probes if they're dirty
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PROBEMGR->updateDirtyProbes();
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//PROBEMGR->updateDirtyProbes();
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lightingTargetRef->attachTexture(GFXTextureTarget::Color0, sceneColorTargetRef->getTexture());
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File diff suppressed because it is too large
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@ -1,480 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef PROBEMANAGER_H
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#define PROBEMANAGER_H
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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#ifndef _TSIGNAL_H_
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#include "core/util/tSignal.h"
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#endif
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#ifndef _LIGHTINFO_H_
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#include "lighting/lightInfo.h"
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#endif
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#ifndef _LIGHTQUERY_H_
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#include "lighting/lightQuery.h"
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#endif
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#ifndef _MATRIXSET_H_
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#include "math/util/matrixSet.h"
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#endif
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#ifndef _CUBEMAPDATA_H_
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#include "gfx/sim/cubemapData.h"
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#endif
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#ifndef _MATINSTANCE_H_
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#include "materials/matInstance.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#include "core/util/SystemInterfaceList.h"
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#include "materials/processedShaderMaterial.h"
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class SimObject;
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class ProbeManager;
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class Material;
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class ProcessedMaterial;
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class SceneManager;
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struct SceneData;
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class Point3F;
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class AvailableSLInterfaces;
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class SceneObject;
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class GFXShaderConstBuffer;
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class GFXShaderConstHandle;
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class ShaderConstHandles;
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class SceneRenderState;
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class RenderDeferredMgr;
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class Frustum;
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struct ProbeRenderInst : public SystemInterface<ProbeRenderInst>
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{
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LinearColorF mAmbient;
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MatrixF mTransform;
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F32 mRadius;
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F32 mIntensity;
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bool mDirty;
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Box3F mBounds;
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Point3F mProbePosOffset;
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GFXCubemapHandle mCubemap;
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GFXCubemapHandle mIrradianceCubemap;
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GFXTexHandle *mBRDFTexture;
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/// The priority of this light used for
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/// light and shadow scoring.
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F32 mPriority;
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/// A temporary which holds the score used
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/// when prioritizing lights for rendering.
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F32 mScore;
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bool mIsSkylight;
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/// Whether to render debugging visualizations
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/// for this light.
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bool mDebugRender;
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GFXPrimitiveBufferHandle primBuffer;
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GFXVertexBufferHandle<GFXVertexPC> vertBuffer;
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U32 numPrims;
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U32 numVerts;
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Vector< U32 > numIndicesForPoly;
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enum ProbeShapeType
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{
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Sphere = 0, ///< Sphere shaped
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Box = 1, ///< Box-based shape
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};
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ProbeShapeType mProbeShapeType;
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//Spherical Harmonics data
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LinearColorF mSHTerms[9];
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F32 mSHConstants[5];
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public:
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ProbeRenderInst();
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~ProbeRenderInst();
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// Copies data passed in from light
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void set(const ProbeRenderInst *probeInfo);
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// Accessors
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const MatrixF& getTransform() const { return mTransform; }
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void setTransform(const MatrixF &xfm) { mTransform = xfm; }
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Point3F getPosition() const { return mTransform.getPosition(); }
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void setPosition(const Point3F &pos) { mTransform.setPosition(pos); }
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VectorF getDirection() const { return mTransform.getForwardVector(); }
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void setDirection(const VectorF &val);
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const LinearColorF& getAmbient() const { return mAmbient; }
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void setAmbient(const LinearColorF &val) { mAmbient = val; }
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void setPriority(F32 priority) { mPriority = priority; }
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F32 getPriority() const { return mPriority; }
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void setScore(F32 score) { mScore = score; }
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F32 getScore() const { return mScore; }
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bool isDebugRenderingEnabled() const { return mDebugRender; }
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void enableDebugRendering(bool value) { mDebugRender = value; }
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// Builds the world to light view projection used for
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// shadow texture and cookie lookups.
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void getWorldToLightProj(MatrixF *outMatrix) const;
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void clear();
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};
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struct ProbeShaderConstants
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{
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bool mInit;
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GFXShaderRef mShader;
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GFXShaderConstHandle* mProbeParamsSC;
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//Reflection Probes
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GFXShaderConstHandle *mProbePositionSC;
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GFXShaderConstHandle *mProbeRadiusSC;
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GFXShaderConstHandle *mProbeBoxMinSC;
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GFXShaderConstHandle *mProbeBoxMaxSC;
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GFXShaderConstHandle *mProbeIsSphereSC;
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GFXShaderConstHandle *mProbeLocalPosSC;
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GFXShaderConstHandle *mProbeCubemapSC;
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GFXShaderConstHandle *mProbeCountSC;
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ProbeShaderConstants();
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~ProbeShaderConstants();
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void init(GFXShader* buffer);
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void _onShaderReload();
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};
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typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
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class ReflectProbeMatInstance : public MatInstance
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{
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typedef MatInstance Parent;
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protected:
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MaterialParameterHandle * mProbeParamsSC;
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bool mInternalPass;
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GFXStateBlockRef mProjectionState;
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ProcessedShaderMaterial* mShaderMat;
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public:
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ReflectProbeMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
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virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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ProcessedShaderMaterial* getProcessedShaderMaterial() { return mShaderMat; }
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};
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class SkylightMatInstance : public ReflectProbeMatInstance
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{
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typedef ReflectProbeMatInstance Parent;
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protected:
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GFXStateBlockRef mProjectionState;
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public:
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SkylightMatInstance(Material &mat) : Parent(mat) {}
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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};
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class ReflectProbeArrayMatInstance : public MatInstance
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{
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typedef MatInstance Parent;
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protected:
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MaterialParameterHandle * mProbeParamsSC;
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bool mInternalPass;
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GFXStateBlockRef mProjectionState;
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public:
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ReflectProbeArrayMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
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virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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};
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class ProbeManager
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{
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public:
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struct ReflectProbeMaterialInfo
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{
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ReflectProbeMatInstance *matInstance;
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// { zNear, zFar, 1/zNear, 1/zFar }
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MaterialParameterHandle *zNearFarInvNearFar;
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// Far frustum plane (World Space)
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MaterialParameterHandle *farPlane;
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// Far frustum plane (View Space)
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MaterialParameterHandle *vsFarPlane;
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// -dot( farPlane, eyePos )
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MaterialParameterHandle *negFarPlaneDotEye;
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// Light Parameters
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MaterialParameterHandle *probeLSPos;
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MaterialParameterHandle *probeWSPos;
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MaterialParameterHandle *attenuation;
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MaterialParameterHandle *radius;
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MaterialParameterHandle *useCubemap;
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MaterialParameterHandle *cubemap;
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MaterialParameterHandle *cubeMips;
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MaterialParameterHandle *eyePosWorld;
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MaterialParameterHandle *bbMin;
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MaterialParameterHandle *bbMax;
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MaterialParameterHandle *useSphereMode;
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MaterialParameterHandle *shTerms[9];
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MaterialParameterHandle *shConsts[5];
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MaterialParameterHandle *probeCount;
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ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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virtual ~ReflectProbeMaterialInfo();
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void setViewParameters(const F32 zNear,
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const F32 zFar,
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const Point3F &eyePos,
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const PlaneF &farPlane,
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const PlaneF &_vsFarPlane);
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void setProbeParameters(const ProbeRenderInst *probe, const SceneRenderState* renderState, const MatrixF &worldViewOnly);
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};
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struct SkylightMaterialInfo : public ReflectProbeMaterialInfo
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{
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SkylightMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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virtual ~SkylightMaterialInfo();
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};
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struct ReflectionProbeArrayMaterialInfo : public ReflectProbeMaterialInfo
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{
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ReflectionProbeArrayMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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ReflectProbeArrayMatInstance *matInstance;
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virtual ~ReflectionProbeArrayMaterialInfo();
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};
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enum SpecialProbeTypesEnum
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{
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SkylightProbeType,
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SpecialProbeTypesCount
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};
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Vector<U32> mRegisteredProbes;
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ProbeManager();
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~ProbeManager();
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///
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static ProbeRenderInst* createProbeInfo(ProbeRenderInst* light = NULL);
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void registerProbe(U32 probeIdx);
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/// The light manager activation signal.
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static Signal<void(const char*,bool)> smActivateSignal;
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/// Returns the active LM.
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static inline ProbeManager* getProbeManager();
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// Returns the scene manager passed at activation.
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SceneManager* getSceneManager() { return mSceneManager; }
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// Called when the lighting manager should become active
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virtual void activate( SceneManager *sceneManager );
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// Called when we don't want the light manager active (should clean up)
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virtual void deactivate();
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// Returns the active scene lighting interface for this light manager.
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virtual AvailableSLInterfaces* getSceneLightingInterface();
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void updateDirtyProbes();
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/*// Returns a "default" light info that callers should not free. Used for instances where we don't actually care about
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// the light (for example, setting default data for SceneData)
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virtual ProbeInfo* getDefaultLight();
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/// Returns the special light or the default light if useDefault is true.
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/// @see getDefaultLight
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virtual ProbeInfo* getSpecialProbe(SpecialProbeTypesEnum type,
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bool useDefault = true );
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/// Set a special light type.
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virtual void setSpecialProbe(SpecialProbeTypesEnum type, ProbeInfo *light );*/
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/*void registerSkylight(ProbeInfo *probe, SimObject *obj);
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// registered before scene traversal...
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virtual void registerProbe(ProbeInfo *light, SimObject *obj );
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virtual void unregisterProbe(ProbeInfo *light );
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virtual void registerProbes( const Frustum *frustum, bool staticlighting );
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virtual void unregisterAllProbes();
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/// Returns all unsorted and un-scored lights (both global and local).
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void getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const;*/
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/// Sets shader constants / textures for light infos
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virtual void setProbeInfo( ProcessedMaterial *pmat,
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const Material *mat,
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const SceneData &sgData,
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const SceneRenderState *state,
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U32 pass,
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GFXShaderConstBuffer *shaderConsts );
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/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
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virtual bool setTextureStage( const SceneData &sgData,
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const U32 currTexFlag,
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const U32 textureSlot,
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GFXShaderConstBuffer *shaderConsts,
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ShaderConstHandles *handles );
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ReflectProbeMaterialInfo* getReflectProbeMaterial();
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SkylightMaterialInfo* getSkylightMaterial();
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ReflectionProbeArrayMaterialInfo* getReflectProbeArrayMaterial();
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protected:
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/// The current active light manager.
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static ProbeManager *smProbeManager;
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/// Find the pre-pass render bin on the scene's default render pass.
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RenderDeferredMgr* _findDeferredRenderBin();
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public:
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ProbeShaderConstants* getProbeShaderConstants(GFXShaderConstBuffer* buffer);
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// Add a reflection probe to the bin
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void setupSkylightProbe(ProbeRenderInst *probeInfo);
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void setupSphereReflectionProbe(ProbeRenderInst *probeInfo);
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void setupConvexReflectionProbe(ProbeRenderInst *probeInfo);
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/// Debug rendering
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static bool smRenderReflectionProbes;
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protected:
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/// This helper function sets the shader constansts
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/// for the stock 4 light forward lighting code.
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void _update4ProbeConsts( const SceneData &sgData,
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MatrixSet &matSet,
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GFXShaderConstHandle *probePositionSC,
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GFXShaderConstHandle *probeRadiusSC,
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GFXShaderConstHandle *probeBoxMinSC,
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GFXShaderConstHandle *probeBoxMaxSC,
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GFXShaderConstHandle *probeCubemapSC,
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GFXShaderConstHandle *probeIsSphereSC,
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GFXShaderConstHandle *probeLocalPosSC,
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GFXShaderConstBuffer *shaderConsts );
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/// The root culling position used for
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/// special sun light placement.
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/// @see setSpecialLight
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Point3F mCullPos;
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///
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//virtual void _initLightFields();
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/// The scene graph the light manager is associated with.
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SceneManager *mSceneManager;
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ProbeConstantMap mConstantLookup;
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GFXShaderRef mLastShader;
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ProbeShaderConstants* mLastConstants;
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// Convex geometry for lights
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GFXVertexBufferHandle<GFXVertexPC> mSphereGeometry;
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GFXPrimitiveBufferHandle mSphereIndices;
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U32 mSpherePrimitiveCount;
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ReflectProbeMaterialInfo* mReflectProbeMaterial;
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SkylightMaterialInfo* mSkylightMaterial;
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ReflectionProbeArrayMaterialInfo* mReflectProbeArrayMaterial;
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GFXVertexBufferHandle<GFXVertexPC> getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives);;
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};
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ProbeManager* ProbeManager::getProbeManager()
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{
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if (smProbeManager == nullptr)
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{
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ProbeManager* probeManager = new ProbeManager();
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if (gClientSceneGraph != nullptr)
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{
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probeManager->activate(gClientSceneGraph);
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}
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else
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{
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delete probeManager;
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}
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}
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return smProbeManager;
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}
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/// Returns the current active light manager.
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#define PROBEMGR ProbeManager::getProbeManager()
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#endif // PROBEMANAGER_H
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