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Engine directory for ticket #1
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412
Engine/source/lighting/basic/basicLightManager.cpp
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412
Engine/source/lighting/basic/basicLightManager.cpp
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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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#include "platform/platform.h"
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#include "lighting/basic/basicLightManager.h"
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#include "platform/platformTimer.h"
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#include "console/simSet.h"
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#include "console/consoleTypes.h"
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#include "core/module.h"
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#include "core/util/safeDelete.h"
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#include "materials/processedMaterial.h"
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#include "shaderGen/shaderFeature.h"
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#include "lighting/basic/basicSceneObjectLightingPlugin.h"
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#include "shaderGen/shaderGenVars.h"
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#include "gfx/gfxShader.h"
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#include "materials/sceneData.h"
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#include "materials/materialParameters.h"
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#include "materials/materialManager.h"
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#include "materials/materialFeatureTypes.h"
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#include "math/util/frustum.h"
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#include "scene/sceneObject.h"
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#include "renderInstance/renderPrePassMgr.h"
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#include "shaderGen/featureMgr.h"
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#include "shaderGen/HLSL/shaderFeatureHLSL.h"
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#include "shaderGen/HLSL/bumpHLSL.h"
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#include "shaderGen/HLSL/pixSpecularHLSL.h"
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#include "lighting/basic/blInteriorSystem.h"
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#include "lighting/basic/blTerrainSystem.h"
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#include "lighting/common/projectedShadow.h"
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#ifdef TORQUE_OS_MAC
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#include "shaderGen/GLSL/shaderFeatureGLSL.h"
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#include "shaderGen/GLSL/bumpGLSL.h"
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#include "shaderGen/GLSL/pixSpecularGLSL.h"
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#endif
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MODULE_BEGIN( BasicLightManager )
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MODULE_SHUTDOWN_AFTER( Scene )
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MODULE_INIT
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{
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ManagedSingleton< BasicLightManager >::createSingleton();
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}
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MODULE_SHUTDOWN
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{
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ManagedSingleton< BasicLightManager >::deleteSingleton();
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}
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MODULE_END;
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U32 BasicLightManager::smActiveShadowPlugins = 0;
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U32 BasicLightManager::smShadowsUpdated = 0;
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U32 BasicLightManager::smElapsedUpdateMs = 0;
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F32 BasicLightManager::smProjectedShadowFilterDistance = 40.0f;
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static S32 QSORT_CALLBACK comparePluginScores( const void *a, const void *b )
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{
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const BasicSceneObjectLightingPlugin *A = *((BasicSceneObjectLightingPlugin**)a);
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const BasicSceneObjectLightingPlugin *B = *((BasicSceneObjectLightingPlugin**)b);
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F32 dif = B->getScore() - A->getScore();
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return (S32)mFloor( dif );
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}
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BasicLightManager::BasicLightManager()
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: LightManager( "Basic Lighting", "BLM" ),
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mLastShader(NULL),
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mLastConstants(NULL)
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{
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mTimer = PlatformTimer::create();
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mInteriorSystem = new blInteriorSystem;
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mTerrainSystem = new blTerrainSystem;
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getSceneLightingInterface()->registerSystem( mInteriorSystem );
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getSceneLightingInterface()->registerSystem( mTerrainSystem );
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Con::addVariable( "$BasicLightManagerStats::activePlugins",
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TypeS32, &smActiveShadowPlugins,
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"The number of active Basic Lighting SceneObjectLightingPlugin objects this frame.\n"
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"@ingroup BasicLighting\n" );
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Con::addVariable( "$BasicLightManagerStats::shadowsUpdated",
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TypeS32, &smShadowsUpdated,
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"The number of Basic Lighting shadows updated this frame.\n"
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"@ingroup BasicLighting\n" );
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Con::addVariable( "$BasicLightManagerStats::elapsedUpdateMs",
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TypeS32, &smElapsedUpdateMs,
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"The number of milliseconds spent this frame updating Basic Lighting shadows.\n"
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"@ingroup BasicLighting\n" );
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Con::addVariable( "$BasicLightManager::shadowFilterDistance",
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TypeF32, &smProjectedShadowFilterDistance,
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"The maximum distance in meters that projected shadows will get soft filtering.\n"
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"@ingroup BasicLighting\n" );
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Con::addVariable( "$pref::ProjectedShadow::fadeStartPixelSize",
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TypeF32, &ProjectedShadow::smFadeStartPixelSize,
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"A size in pixels at which BL shadows begin to fade out. "
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"This should be a larger value than fadeEndPixelSize.\n"
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"@see DecalData\n"
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"@ingroup BasicLighting\n" );
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Con::addVariable( "$pref::ProjectedShadow::fadeEndPixelSize",
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TypeF32, &ProjectedShadow::smFadeEndPixelSize,
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"A size in pixels at which BL shadows are fully faded out. "
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"This should be a smaller value than fadeStartPixelSize.\n"
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"@see DecalData\n"
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"@ingroup BasicLighting\n" );
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}
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BasicLightManager::~BasicLightManager()
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{
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mLastShader = NULL;
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mLastConstants = NULL;
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for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
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{
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if (i->value)
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SAFE_DELETE(i->value);
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}
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mConstantLookup.clear();
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if (mTimer)
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SAFE_DELETE( mTimer );
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SAFE_DELETE( mTerrainSystem );
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SAFE_DELETE( mInteriorSystem );
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}
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bool BasicLightManager::isCompatible() const
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{
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// As long as we have some shaders this works.
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return GFX->getPixelShaderVersion() > 1.0;
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}
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void BasicLightManager::activate( SceneManager *sceneManager )
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{
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Parent::activate( sceneManager );
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if( GFX->getAdapterType() == OpenGL )
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{
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#ifdef TORQUE_OS_MAC
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FEATUREMGR->registerFeature( MFT_LightMap, new LightmapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_ToneMap, new TonemapFeatGLSL );
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FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatGLSL );
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FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatGLSL );
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FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularGLSL );
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#endif
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}
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else
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{
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#ifndef TORQUE_OS_MAC
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FEATUREMGR->registerFeature( MFT_LightMap, new LightmapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_ToneMap, new TonemapFeatHLSL );
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FEATUREMGR->registerFeature( MFT_NormalMap, new BumpFeatHLSL );
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FEATUREMGR->registerFeature( MFT_RTLighting, new RTLightingFeatHLSL );
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FEATUREMGR->registerFeature( MFT_PixSpecular, new PixelSpecularHLSL );
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#endif
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}
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FEATUREMGR->unregisterFeature( MFT_MinnaertShading );
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FEATUREMGR->unregisterFeature( MFT_SubSurface );
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// First look for the prepass bin...
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RenderPrePassMgr *prePassBin = _findPrePassRenderBin();
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/*
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// If you would like to use forward shading, and have a linear depth pre-pass
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// than un-comment this code block.
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if ( !prePassBin )
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{
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Vector<GFXFormat> formats;
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formats.push_back( GFXFormatR32F );
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formats.push_back( GFXFormatR16F );
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formats.push_back( GFXFormatR8G8B8A8 );
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GFXFormat linearDepthFormat = GFX->selectSupportedFormat( &GFXDefaultRenderTargetProfile,
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formats,
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true,
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false );
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// Uncomment this for a no-color-write z-fill pass.
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//linearDepthFormat = GFXFormat_COUNT;
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prePassBin = new RenderPrePassMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
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prePassBin->registerObject();
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rpm->addManager( prePassBin );
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}
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*/
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mPrePassRenderBin = prePassBin;
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// If there is a prepass bin
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MATMGR->setPrePassEnabled( mPrePassRenderBin.isValid() );
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sceneManager->setPostEffectFog( mPrePassRenderBin.isValid() && mPrePassRenderBin->getTargetChainLength() > 0 );
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// Tell the material manager that we don't use prepass.
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MATMGR->setPrePassEnabled( false );
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GFXShader::addGlobalMacro( "TORQUE_BASIC_LIGHTING" );
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// Hook into the SceneManager prerender signal.
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sceneManager->getPreRenderSignal().notify( this, &BasicLightManager::_onPreRender );
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// Last thing... let everyone know we're active.
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smActivateSignal.trigger( getId(), true );
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}
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void BasicLightManager::deactivate()
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{
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Parent::deactivate();
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mLastShader = NULL;
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mLastConstants = NULL;
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for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
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{
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if (i->value)
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SAFE_DELETE(i->value);
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}
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mConstantLookup.clear();
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if ( mPrePassRenderBin )
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mPrePassRenderBin->deleteObject();
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mPrePassRenderBin = NULL;
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GFXShader::removeGlobalMacro( "TORQUE_BASIC_LIGHTING" );
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// Remove us from the prerender signal.
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getSceneManager()->getPreRenderSignal().remove( this, &BasicLightManager::_onPreRender );
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// Now let everyone know we've deactivated.
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smActivateSignal.trigger( getId(), false );
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}
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void BasicLightManager::_onPreRender( SceneManager *sceneManger, const SceneRenderState *state )
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{
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// Update all our shadow plugins here!
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Vector<BasicSceneObjectLightingPlugin*> *pluginInsts = BasicSceneObjectLightingPlugin::getPluginInstances();
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Vector<BasicSceneObjectLightingPlugin*>::const_iterator pluginIter = (*pluginInsts).begin();
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for ( ; pluginIter != (*pluginInsts).end(); pluginIter++ )
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{
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BasicSceneObjectLightingPlugin *plugin = *pluginIter;
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plugin->updateShadow( (SceneRenderState*)state );
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}
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U32 pluginCount = (*pluginInsts).size();
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// Sort them by the score.
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dQsort( (*pluginInsts).address(), pluginCount, sizeof(BasicSceneObjectLightingPlugin*), comparePluginScores );
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mTimer->getElapsedMs();
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mTimer->reset();
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U32 numUpdated = 0;
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U32 targetMs = 5;
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S32 updateMs = 0;
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pluginIter = (*pluginInsts).begin();
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for ( ; pluginIter != (*pluginInsts).end(); pluginIter++ )
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{
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BasicSceneObjectLightingPlugin *plugin = *pluginIter;
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// If we run out of update time then stop.
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updateMs = mTimer->getElapsedMs();
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if ( updateMs >= targetMs )
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break;
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// NOTE! Fix this all up to past const SceneRenderState!
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plugin->renderShadow( (SceneRenderState*)state );
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numUpdated++;
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}
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smShadowsUpdated = numUpdated;
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smActiveShadowPlugins = pluginCount;
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smElapsedUpdateMs = updateMs;
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}
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BasicLightManager::LightingShaderConstants::LightingShaderConstants()
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: mInit( false ),
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mShader( NULL ),
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mLightPosition( NULL ),
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mLightDiffuse( NULL ),
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mLightAmbient( NULL ),
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mLightInvRadiusSq( NULL ),
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mLightSpotDir( NULL ),
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mLightSpotAngle( NULL ),
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mLightSpotFalloff( NULL )
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{
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}
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BasicLightManager::LightingShaderConstants::~LightingShaderConstants()
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{
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if (mShader.isValid())
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{
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mShader->getReloadSignal().remove( this, &LightingShaderConstants::_onShaderReload );
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mShader = NULL;
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}
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}
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void BasicLightManager::LightingShaderConstants::init(GFXShader* shader)
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{
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if (mShader.getPointer() != shader)
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{
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if (mShader.isValid())
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mShader->getReloadSignal().remove( this, &LightingShaderConstants::_onShaderReload );
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mShader = shader;
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mShader->getReloadSignal().notify( this, &LightingShaderConstants::_onShaderReload );
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}
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mLightPosition = shader->getShaderConstHandle( ShaderGenVars::lightPosition );
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mLightDiffuse = shader->getShaderConstHandle( ShaderGenVars::lightDiffuse);
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mLightInvRadiusSq = shader->getShaderConstHandle( ShaderGenVars::lightInvRadiusSq );
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mLightAmbient = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
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mLightSpotDir = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
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mLightSpotAngle = shader->getShaderConstHandle( ShaderGenVars::lightSpotAngle );
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mLightSpotFalloff = shader->getShaderConstHandle( ShaderGenVars::lightSpotFalloff );
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mInit = true;
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}
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void BasicLightManager::LightingShaderConstants::_onShaderReload()
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{
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if (mShader.isValid())
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init( mShader );
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}
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void BasicLightManager::setLightInfo( 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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{
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PROFILE_SCOPE( BasicLightManager_SetLightInfo );
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GFXShader *shader = shaderConsts->getShader();
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// Check to see if this is the same shader. Since we
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// sort by material we should get hit repeatedly by the
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// same one. This optimization should save us many
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// hash table lookups.
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if ( mLastShader.getPointer() != shader )
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{
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LightConstantMap::Iterator iter = mConstantLookup.find(shader);
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if ( iter != mConstantLookup.end() )
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{
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mLastConstants = iter->value;
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}
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else
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{
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LightingShaderConstants* lsc = new LightingShaderConstants();
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mConstantLookup[shader] = lsc;
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mLastConstants = lsc;
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}
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// Set our new shader
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mLastShader = shader;
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}
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// Make sure that our current lighting constants are initialized
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if (!mLastConstants->mInit)
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mLastConstants->init(shader);
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// NOTE: If you encounter a crash from this point forward
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// while setting a shader constant its probably because the
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// mConstantLookup has bad shaders/constants in it.
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//
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// This is a known crash bug that can occur if materials/shaders
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// are reloaded and the light manager is not reset.
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//
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// We should look to fix this by clearing the table.
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_update4LightConsts( sgData,
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mLastConstants->mLightPosition,
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mLastConstants->mLightDiffuse,
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mLastConstants->mLightAmbient,
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mLastConstants->mLightInvRadiusSq,
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mLastConstants->mLightSpotDir,
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mLastConstants->mLightSpotAngle,
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mLastConstants->mLightSpotFalloff,
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shaderConsts );
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}
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