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Engine directory for ticket #1
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254
Engine/source/lighting/common/sceneLighting.h
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254
Engine/source/lighting/common/sceneLighting.h
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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 _SCENELIGHTING_H_
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#define _SCENELIGHTING_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _SGSCENEPERSIST_H_
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#include "lighting/common/scenePersist.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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class ShadowVolumeBSP;
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class LightInfo;
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class AvailableSLInterfaces;
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class SceneLighting : public SimObject
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{
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typedef SimObject Parent;
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protected:
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AvailableSLInterfaces* mLightingInterfaces;
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virtual void getMLName(const char* misName, const U32 missionCRC, const U32 buffSize, char* filenameBuffer);
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public:
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S32 sgTimeTemp;
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S32 sgTimeTemp2;
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virtual void sgNewEvent(U32 light, S32 object, U32 event);
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virtual void sgLightingStartEvent();
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virtual void sgLightingCompleteEvent();
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virtual void sgTGEPassSetupEvent();
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virtual void sgTGELightStartEvent(U32 light);
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virtual void sgTGELightProcessEvent(U32 light, S32 object);
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virtual void sgTGELightCompleteEvent(U32 light);
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virtual void sgTGESetProgress(U32 light, S32 object);
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virtual void sgSGPassSetupEvent();
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virtual void sgSGObjectStartEvent(S32 object);
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virtual void sgSGObjectProcessEvent(U32 light, S32 object);
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virtual void sgSGObjectCompleteEvent(S32 object);
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virtual void sgSGSetProgress(U32 light, S32 object);
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// 'sg' prefix omitted to conform with existing 'addInterior' method...
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void addStatic(ShadowVolumeBSP *shadowVolume, SceneObject *sceneobject, LightInfo *light, S32 level);
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// persist objects moved to 'sgScenePersist.h' for clarity...
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// everything below this line should be original code...
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U32 calcMissionCRC();
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bool verifyMissionInfo(PersistInfo::PersistChunk *);
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bool getMissionInfo(PersistInfo::PersistChunk *);
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bool loadPersistInfo(const char *);
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bool savePersistInfo(const char *);
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class ObjectProxy;
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enum {
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SHADOW_DETAIL = -1
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};
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//------------------------------------------------------------------------------
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/// Create a proxy for each object to store data.
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class ObjectProxy
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{
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public:
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SimObjectPtr<SceneObject> mObj;
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U32 mChunkCRC;
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ObjectProxy(SceneObject * obj) : mObj(obj){mChunkCRC = 0;}
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virtual ~ObjectProxy(){}
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SceneObject * operator->() {return(mObj);}
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SceneObject * getObject() {return(mObj);}
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/// @name Lighting Interface
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/// @{
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virtual bool loadResources() {return(true);}
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virtual void init() {}
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virtual bool tgePreLight(LightInfo* light) { return preLight(light); }
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virtual bool preLight(LightInfo *) {return(false);}
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virtual void light(LightInfo *) {}
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virtual void postLight(bool lastLight) {}
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/// @}
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/// @name Lighting events
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/// @{
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// Called when the lighting process begins
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virtual void processLightingStart() {}
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// Called when a TGELight event is started, return true if status has been reported to console
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virtual void processTGELightProcessEvent(U32 curr, U32 max, LightInfo*) { Con::printf(" Lighting object %d of %d...", (curr+1), max); }
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// Called for lighting kit lights
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virtual bool processStartObjectLightingEvent(U32 current, U32 max) { Con::printf(" Lighting object %d of %d... %s: %s", (current+1), max, mObj->getClassName(), mObj->getName()); return true; }
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// Called once per object and SG light - used for calling light on an object
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virtual void processSGObjectProcessEvent(LightInfo* currLight) { light(currLight); };
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/// @}
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/// @name Persistence
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///
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/// We cache lighting information to cut down on load times.
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///
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/// There are flags such as ForceAlways and LoadOnly which allow you
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/// to control this behaviour.
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/// @{
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bool calcValidation();
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bool isValidChunk(PersistInfo::PersistChunk *);
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virtual U32 getResourceCRC() = 0;
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virtual bool setPersistInfo(PersistInfo::PersistChunk *);
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virtual bool getPersistInfo(PersistInfo::PersistChunk *);
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/// @}
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// Called to figure out if this object should be added to the shadow volume
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virtual bool supportsShadowVolume() { return false; }
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// Called to retrieve the clip planes of the object. Currently used for terrain lighting, but could be used to speed up other
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// lighting calculations.
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virtual void getClipPlanes(Vector<PlaneF>& planes) { }
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// Called to add the object to the shadow volume
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virtual void addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level) { } ;
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};
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typedef Vector<ObjectProxy*> ObjectProxyList;
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ObjectProxyList mSceneObjects;
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ObjectProxyList mLitObjects;
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LightInfoList mLights;
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SceneLighting(AvailableSLInterfaces* lightingInterfaces);
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~SceneLighting();
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enum Flags {
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ForceAlways = BIT(0), ///< Regenerate the scene lighting no matter what.
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ForceWritable = BIT(1), ///< Regenerate the scene lighting only if we can write to the lighting cache files.
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LoadOnly = BIT(2), ///< Just load cached lighting data.
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};
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bool lightScene(const char *, BitSet32 flags = 0);
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bool isLighting();
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S32 mStartTime;
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char mFileName[1024];
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SceneManager * mSceneManager;
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bool light(BitSet32);
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void completed(bool success);
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void processEvent(U32 light, S32 object);
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void processCache();
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};
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class sgSceneLightingProcessEvent : public SimEvent
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{
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private:
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U32 sgLightIndex;
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S32 sgObjectIndex;
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U32 sgEvent;
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public:
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enum sgEventTypes
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{
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sgLightingStartEventType,
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sgLightingCompleteEventType,
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sgSGPassSetupEventType,
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sgSGObjectStartEventType,
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sgSGObjectCompleteEventType,
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sgSGObjectProcessEventType,
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sgTGEPassSetupEventType,
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sgTGELightStartEventType,
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sgTGELightCompleteEventType,
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sgTGELightProcessEventType
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};
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sgSceneLightingProcessEvent(U32 lightIndex, S32 objectIndex, U32 event)
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{
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sgLightIndex = lightIndex;
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sgObjectIndex = objectIndex;
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sgEvent = event;
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}
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void process(SimObject * object)
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{
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AssertFatal(object, "SceneLightingProcessEvent:: null event object!");
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if(!object)
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return;
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SceneLighting *sl = static_cast<SceneLighting*>(object);
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switch(sgEvent)
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{
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case sgLightingStartEventType:
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sl->sgLightingStartEvent();
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break;
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case sgLightingCompleteEventType:
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sl->sgLightingCompleteEvent();
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break;
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case sgTGEPassSetupEventType:
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sl->sgTGEPassSetupEvent();
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break;
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case sgTGELightStartEventType:
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sl->sgTGELightStartEvent(sgLightIndex);
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break;
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case sgTGELightProcessEventType:
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sl->sgTGELightProcessEvent(sgLightIndex, sgObjectIndex);
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break;
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case sgTGELightCompleteEventType:
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sl->sgTGELightCompleteEvent(sgLightIndex);
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break;
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case sgSGPassSetupEventType:
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sl->sgSGPassSetupEvent();
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break;
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case sgSGObjectStartEventType:
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sl->sgSGObjectStartEvent(sgObjectIndex);
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break;
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case sgSGObjectProcessEventType:
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sl->sgSGObjectProcessEvent(sgLightIndex, sgObjectIndex);
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break;
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case sgSGObjectCompleteEventType:
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sl->sgSGObjectCompleteEvent(sgObjectIndex);
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break;
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default:
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return;
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};
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};
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};
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extern SceneLighting *gLighting;
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#endif//_SGSCENELIGHTING_H_
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