mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
1081 lines
34 KiB
C++
1081 lines
34 KiB
C++
//-----------------------------------------------------------------------------
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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/probeManager.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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#include "console/sim.h"
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#include "console/simSet.h"
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#include "scene/sceneManager.h"
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#include "materials/materialManager.h"
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#include "materials/sceneData.h"
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#include "lighting/lightInfo.h"
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#include "lighting/lightingInterfaces.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "console/engineAPI.h"
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#include "renderInstance/renderDeferredMgr.h"
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#include "shaderGen/shaderGenVars.h"
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#include "math/util/sphereMesh.h"
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Signal<void(const char*,bool)> ProbeManager::smActivateSignal;
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ProbeManager *ProbeManager::smProbeManager = NULL;
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bool ProbeManager::smRenderReflectionProbes = true;
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//
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//
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ProbeRenderInst::ProbeRenderInst() : SystemInterface(),
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mTransform(true),
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mDirty(false),
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mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
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mPriority(1.0f),
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mScore(0.0f),
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mDebugRender(false),
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mCubemap(NULL),
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mIrradianceCubemap(NULL),
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mBRDFTexture(NULL),
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mRadius(1.0f),
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mIntensity(1.0f),
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mProbePosOffset(0,0,0),
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numPrims(0)
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{
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for (U32 i = 0; i < 5; ++i)
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{
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mSHConstants[i] = 0;
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}
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}
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ProbeRenderInst::~ProbeRenderInst()
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{
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if (mCubemap && mCubemap->isValid())
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{
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mCubemap->free();
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}
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if (mIrradianceCubemap && mIrradianceCubemap->isValid())
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{
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mIrradianceCubemap->free();
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}
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if (mBRDFTexture && mBRDFTexture->isValid())
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{
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mBRDFTexture->free();
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}
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}
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void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
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{
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mTransform = probeInfo->mTransform;
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mAmbient = probeInfo->mAmbient;
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mCubemap = probeInfo->mCubemap;
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mIrradianceCubemap = probeInfo->mIrradianceCubemap;
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mBRDFTexture = probeInfo->mBRDFTexture;
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mRadius = probeInfo->mRadius;
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mIntensity = probeInfo->mIntensity;
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mProbeShapeType = probeInfo->mProbeShapeType;
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numPrims = probeInfo->numPrims;
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numVerts = probeInfo->numVerts;
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numIndicesForPoly = probeInfo->numIndicesForPoly;
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mBounds = probeInfo->mBounds;
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mIsSkylight = probeInfo->mIsSkylight;
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mScore = probeInfo->mScore;
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for (U32 i = 0; i < 9; i++)
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{
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mSHTerms[i] = probeInfo->mSHTerms[i];
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}
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for (U32 i = 0; i < 5; i++)
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{
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mSHConstants[i] = probeInfo->mSHConstants[i];
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}
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}
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void ProbeRenderInst::getWorldToLightProj(MatrixF *outMatrix) const
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{
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*outMatrix = getTransform();
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outMatrix->inverse();
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}
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ProbeShaderConstants::ProbeShaderConstants()
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: mInit(false),
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mShader(NULL),
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mProbeParamsSC(NULL),
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mProbePositionSC(NULL),
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mProbeRadiusSC(NULL),
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mProbeBoxMinSC(NULL),
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mProbeBoxMaxSC(NULL),
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mProbeIsSphereSC(NULL),
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mProbeLocalPosSC(NULL),
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mProbeCubemapSC(NULL)
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{
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}
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ProbeShaderConstants::~ProbeShaderConstants()
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{
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if (mShader.isValid())
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{
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mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
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mShader = NULL;
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}
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}
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void ProbeShaderConstants::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, &ProbeShaderConstants::_onShaderReload);
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mShader = shader;
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mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
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}
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mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
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//Reflection Probes
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mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
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mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
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mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
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mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
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mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
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mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
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mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
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mInit = true;
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}
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void ProbeShaderConstants::_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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ProbeManager::ProbeManager()
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: mSceneManager( NULL ),
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mCullPos( Point3F::Zero )
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{
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mLastShader = NULL;
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mLastConstants = NULL;
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mSkylightMaterial = nullptr;
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mReflectProbeMaterial = nullptr;
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}
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ProbeManager::~ProbeManager()
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{
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}
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ProbeRenderInst* ProbeManager::createProbeInfo(ProbeRenderInst* probe /* = NULL */)
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{
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ProbeRenderInst *outProbe = (probe != NULL) ? probe : new ProbeRenderInst;
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/*ProbeManagerMap &ProbeManagers = _getProbeManagers();
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ProbeManagerMap::Iterator iter = ProbeManagers.begin();
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for ( ; iter != ProbeManagers.end(); iter++ )
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{
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ProbeManager *lm = iter->value;
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lm->_addLightInfoEx( outLight );
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}*/
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return outProbe;
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}
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void ProbeManager::registerProbe(U32 probeIdx)
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{
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//Mostly for consolidation, but also lets us sanity check or prep any other data we need for rendering this in one place at time of flagging for render
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if (probeIdx >= ProbeRenderInst::all.size())
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return;
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mRegisteredProbes.push_back_unique(probeIdx);
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}
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/*void ProbeManager::initLightFields()
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{
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ProbeManagerMap &ProbeManagers = _getProbeManagers();
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ProbeManagerMap::Iterator iter = ProbeManagers.begin();
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for ( ; iter != ProbeManagers.end(); iter++ )
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{
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ProbeManager *lm = iter->value;
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lm->_initLightFields();
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}
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}*/
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IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerActivate, void, ( const char *name ), ( name ),
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"A callback called by the engine when a light manager is activated.\n"
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"@param name The name of the light manager being activated.\n"
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"@ingroup Lighting\n" );
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void ProbeManager::activate( SceneManager *sceneManager )
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{
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AssertFatal( sceneManager, "ProbeManager::activate() - Got null scene manager!" );
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//AssertFatal( mIsActive == false, "ProbeManager::activate() - Already activated!" );
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AssertFatal(smProbeManager == NULL, "ProbeManager::activate() - A previous ProbeManager is still active!" );
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mSceneManager = sceneManager;
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smProbeManager = this;
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}
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IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerDeactivate, void, ( const char *name ), ( name ),
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"A callback called by the engine when a light manager is deactivated.\n"
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"@param name The name of the light manager being deactivated.\n"
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"@ingroup Lighting\n" );
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void ProbeManager::deactivate()
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{
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//AssertFatal( mIsActive == true, "ProbeManager::deactivate() - Already deactivated!" );
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AssertFatal( smProbeManager == this, "ProbeManager::activate() - This isn't the active light manager!" );
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//if( Sim::getRootGroup() ) // To protect against shutdown.
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// onProbeManagerDeactivate_callback( getName() );
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//mIsActive = false;
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mSceneManager = NULL;
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smProbeManager = NULL;
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}
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ProbeShaderConstants* ProbeManager::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
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{
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if (!buffer)
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return NULL;
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PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
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GFXShader* shader = buffer->getShader();
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// Check to see if this is the same shader, we'll get hit repeatedly by
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// the same one due to the render bin loops.
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if (mLastShader.getPointer() != shader)
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{
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ProbeConstantMap::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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ProbeShaderConstants* psc = new ProbeShaderConstants();
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mConstantLookup[shader] = psc;
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mLastConstants = psc;
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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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mLastConstants = new ProbeShaderConstants();
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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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return mLastConstants;
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}
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void ProbeManager::_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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{
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PROFILE_SCOPE( ProbeManager_Update4ProbeConsts );
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// Skip over gathering lights if we don't have to!
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if (probePositionSC->isValid() ||
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probeRadiusSC->isValid() ||
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probeBoxMinSC->isValid() ||
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probeBoxMaxSC->isValid() ||
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probeCubemapSC->isValid() && (!ProbeRenderInst::all.empty()))
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{
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PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
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static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
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static AlignedArray<F32> probeRadius(4, sizeof(F32));
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static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
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static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
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static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
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static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
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//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
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F32 range;
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// Need to clear the buffers so that we don't leak
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// lights from previous passes or have NaNs.
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dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
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dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
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dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
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dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
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dMemset(probeLocalPositions.getBuffer(), 0, probeLocalPositions.getBufferSize());
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dMemset(probeIsSphere.getBuffer(), 0, probeRadius.getBufferSize());
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//dMemset(probeCubemap.getBuffer(), 0, probeCubemap.getBufferSize());
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matSet.restoreSceneViewProjection();
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const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
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// Gather the data for the first 4 probes.
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const ProbeRenderInst *probe;
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for (U32 i = 0; i < 4; i++)
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{
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if (i >= ProbeRenderInst::all.size())
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break;
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probe = ProbeRenderInst::all[i];
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if (!probe)
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continue;
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if (!probe->mIsEnabled)
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continue;
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// The light positions and spot directions are
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// in SoA order to make optimal use of the GPU.
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const Point3F &probePos = probe->getPosition();
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probePositions[i].x = probePos.x;
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probePositions[i].y = probePos.y;
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probePositions[i].z = probePos.z;
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probeRadius[i] = probe->mRadius;
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const Point3F &minExt = probe->mBounds.minExtents;
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probeBoxMins[i].x = minExt.x;
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probeBoxMins[i].y = minExt.y;
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probeBoxMins[i].z = minExt.z;
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const Point3F &maxExt = probe->mBounds.maxExtents;
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probeBoxMaxs[i].x = maxExt.x;
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probeBoxMaxs[i].y = maxExt.y;
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probeBoxMaxs[i].z = maxExt.z;
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probeIsSphere[i] = probe->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0 : 0.0;
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Point3F localProbePos;
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worldToCameraXfm.mulP(probe->getPosition(), &localProbePos);
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probeLocalPositions[i].x = localProbePos.x;
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probeLocalPositions[i].y = localProbePos.y;
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probeLocalPositions[i].z = localProbePos.z;
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if (probe->mCubemap && !probe->mCubemap->isNull())
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{
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S32 samplerReg = probeCubemapSC->getSamplerRegister();
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if(samplerReg != -1)
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GFX->setCubeTexture(samplerReg + i, probe->mCubemap->getPointer());
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}
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}
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shaderConsts->setSafe(probePositionSC, probePositions);
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shaderConsts->setSafe(probeRadiusSC, probeRadius);
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shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
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shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
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shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
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shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
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//
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//shaderConsts->setSafe(lightSpotAngleSC, lightSpotAngle);
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//shaderConsts->setSafe(lightSpotFalloffSC, lightSpotFalloff);
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}
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else
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{
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/*if (probe->mCubemap && !probe->mCubemap->isNull())
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{
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GFX->setCubeTexture(1, probe->mCubemap->getPointer());
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}*/
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if (probeCubemapSC->isValid())
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{
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for(U32 i=0; i < 4; ++i)
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GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
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}
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}
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}
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void ProbeManager::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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{
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// Skip this if we're rendering from the deferred bin.
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if ( sgData.binType == SceneData::DeferredBin )
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return;
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// if (mRegisteredProbes.empty())
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// return;
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PROFILE_SCOPE(ProbeManager_setProbeInfo);
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ProbeShaderConstants *psc = getProbeShaderConstants(shaderConsts);
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//ProbeInfo *probe;
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//probe = mRegisteredProbes[0];
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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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MatrixSet matSet = state->getRenderPass()->getMatrixSet();
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// Update the forward shading light constants.
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_update4ProbeConsts( sgData,
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matSet,
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psc->mProbePositionSC,
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psc->mProbeRadiusSC,
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psc->mProbeBoxMinSC,
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psc->mProbeBoxMaxSC,
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psc->mProbeCubemapSC,
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psc->mProbeIsSphereSC,
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psc->mProbeLocalPosSC,
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shaderConsts );
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// Static
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/*if (lsm && light->getCastShadows())
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{
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if (psc->mWorldToLightProjSC->isValid())
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shaderConsts->set(psc->mWorldToLightProjSC,
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lsm->getWorldToLightProj(),
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psc->mWorldToLightProjSC->getType());
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if (psc->mViewToLightProjSC->isValid())
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{
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// TODO: Should probably cache these results and
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// not do this mul here on every material that needs
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// this transform.
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shaderConsts->set(psc->mViewToLightProjSC,
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lsm->getWorldToLightProj() * state->getCameraTransform(),
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psc->mViewToLightProjSC->getType());
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}
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shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize());
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// Do this last so that overrides can properly override parameters previously set
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lsm->setShaderParameters(shaderConsts, psc);
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}
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else
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{
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if (psc->mViewToLightProjSC->isValid())
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{
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// TODO: Should probably cache these results and
|
|
// not do this mul here on every material that needs
|
|
// this transform.
|
|
MatrixF proj;
|
|
light->getWorldToLightProj(&proj);
|
|
|
|
shaderConsts->set(psc->mViewToLightProjSC,
|
|
proj * state->getCameraTransform(),
|
|
psc->mViewToLightProjSC->getType());
|
|
}
|
|
}
|
|
|
|
// Dynamic
|
|
if (dynamicShadowMap)
|
|
{
|
|
if (psc->mDynamicWorldToLightProjSC->isValid())
|
|
shaderConsts->set(psc->mDynamicWorldToLightProjSC,
|
|
dynamicShadowMap->getWorldToLightProj(),
|
|
psc->mDynamicWorldToLightProjSC->getType());
|
|
|
|
if (psc->mDynamicViewToLightProjSC->isValid())
|
|
{
|
|
// TODO: Should probably cache these results and
|
|
// not do this mul here on every material that needs
|
|
// this transform.
|
|
|
|
shaderConsts->set(psc->mDynamicViewToLightProjSC,
|
|
dynamicShadowMap->getWorldToLightProj() * state->getCameraTransform(),
|
|
psc->mDynamicViewToLightProjSC->getType());
|
|
}
|
|
|
|
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)dynamicShadowMap->getTexSize());
|
|
|
|
// Do this last so that overrides can properly override parameters previously set
|
|
dynamicShadowMap->setShaderParameters(shaderConsts, psc);
|
|
}
|
|
else
|
|
{
|
|
if (psc->mDynamicViewToLightProjSC->isValid())
|
|
{
|
|
// TODO: Should probably cache these results and
|
|
// not do this mul here on every material that needs
|
|
// this transform.
|
|
MatrixF proj;
|
|
light->getWorldToLightProj(&proj);
|
|
|
|
shaderConsts->set(psc->mDynamicViewToLightProjSC,
|
|
proj * state->getCameraTransform(),
|
|
psc->mDynamicViewToLightProjSC->getType());
|
|
}
|
|
}*/
|
|
}
|
|
|
|
/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
|
|
bool ProbeManager::setTextureStage(const SceneData &sgData,
|
|
const U32 currTexFlag,
|
|
const U32 textureSlot,
|
|
GFXShaderConstBuffer *shaderConsts,
|
|
ShaderConstHandles *handles)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
AvailableSLInterfaces* ProbeManager::getSceneLightingInterface()
|
|
{
|
|
//if ( !mAvailableSLInterfaces )
|
|
// mAvailableSLInterfaces = new AvailableSLInterfaces();
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void ProbeManager::updateDirtyProbes()
|
|
{
|
|
for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
|
|
{
|
|
ProbeRenderInst* probe = ProbeRenderInst::all[i];
|
|
|
|
if (probe->mDirty)
|
|
{
|
|
//make sure we have a fill-out on our primitives, materials, etc
|
|
//so we don't have to always force an update when it's not needed
|
|
if (probe->mIsSkylight)
|
|
{
|
|
setupSkylightProbe(probe);
|
|
}
|
|
else
|
|
{
|
|
if (probe->mProbeShapeType == ProbeRenderInst::Sphere)
|
|
{
|
|
setupSphereReflectionProbe(probe);
|
|
}
|
|
else if(probe->mProbeShapeType == ProbeRenderInst::Box)
|
|
{
|
|
setupConvexReflectionProbe(probe);
|
|
}
|
|
}
|
|
|
|
probe->mDirty = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
ProbeManager::SkylightMaterialInfo* ProbeManager::getSkylightMaterial()
|
|
{
|
|
PROFILE_SCOPE(AdvancedLightBinManager_getSkylightMaterial);
|
|
|
|
//ReflectProbeMaterialInfo *info = NULL;
|
|
|
|
if (!mSkylightMaterial)
|
|
|
|
// Now create the material info object.
|
|
mSkylightMaterial = new SkylightMaterialInfo("SkyLightMaterial",
|
|
getGFXVertexFormat<GFXVertexPC>());
|
|
|
|
return mSkylightMaterial;
|
|
}
|
|
|
|
ProbeManager::ReflectProbeMaterialInfo* ProbeManager::getReflectProbeMaterial()
|
|
{
|
|
PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeMaterial);
|
|
|
|
//ReflectProbeMaterialInfo *info = NULL;
|
|
|
|
if (!mReflectProbeMaterial)
|
|
|
|
// Now create the material info object.
|
|
mReflectProbeMaterial = new ReflectProbeMaterialInfo("ReflectionProbeMaterial",
|
|
getGFXVertexFormat<GFXVertexPC>());
|
|
|
|
return mReflectProbeMaterial;
|
|
}
|
|
|
|
void ProbeManager::setupSkylightProbe(ProbeRenderInst *probeInfo)
|
|
{
|
|
probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
|
|
|
|
if (!mSkylightMaterial)
|
|
mSkylightMaterial = getSkylightMaterial();
|
|
}
|
|
|
|
void ProbeManager::setupSphereReflectionProbe(ProbeRenderInst *probeInfo)
|
|
{
|
|
probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
|
|
|
|
if (!mReflectProbeMaterial)
|
|
mReflectProbeMaterial = getReflectProbeMaterial();
|
|
}
|
|
|
|
void ProbeManager::setupConvexReflectionProbe(ProbeRenderInst *probeInfo)
|
|
{
|
|
static const Point3F cubePoints[8] =
|
|
{
|
|
Point3F(1, -1, -1), Point3F(1, -1, 1), Point3F(1, 1, -1), Point3F(1, 1, 1),
|
|
Point3F(-1, -1, -1), Point3F(-1, 1, -1), Point3F(-1, -1, 1), Point3F(-1, 1, 1)
|
|
};
|
|
|
|
/*static const Point3F cubeNormals[6] =
|
|
{
|
|
Point3F(1, 0, 0), Point3F(-1, 0, 0), Point3F(0, 1, 0),
|
|
Point3F(0, -1, 0), Point3F(0, 0, 1), Point3F(0, 0, -1)
|
|
};*/
|
|
|
|
/*static const Point2F cubeTexCoords[4] =
|
|
{
|
|
Point2F(0, 0), Point2F(0, -1),
|
|
Point2F(1, 0), Point2F(1, -1)
|
|
};*/
|
|
|
|
static const U32 cubeFaces[36][3] =
|
|
{
|
|
{ 3, 0, 3 },{ 0, 0, 0 },{ 1, 0, 1 },
|
|
{ 2, 0, 2 },{ 0, 0, 0 },{ 3, 0, 3 },
|
|
{ 7, 1, 1 },{ 4, 1, 2 },{ 5, 1, 0 },
|
|
{ 6, 1, 3 },{ 4, 1, 2 },{ 7, 1, 1 },
|
|
{ 3, 2, 1 },{ 5, 2, 2 },{ 2, 2, 0 },
|
|
{ 7, 2, 3 },{ 5, 2, 2 },{ 3, 2, 1 },
|
|
{ 1, 3, 3 },{ 4, 3, 0 },{ 6, 3, 1 },
|
|
{ 0, 3, 2 },{ 4, 3, 0 },{ 1, 3, 3 },
|
|
{ 3, 4, 3 },{ 6, 4, 0 },{ 7, 4, 1 },
|
|
{ 1, 4, 2 },{ 6, 4, 0 },{ 3, 4, 3 },
|
|
{ 2, 5, 1 },{ 4, 5, 2 },{ 0, 5, 0 },
|
|
{ 5, 5, 3 },{ 4, 5, 2 },{ 2, 5, 1 }
|
|
};
|
|
|
|
// Fill the vertex buffer
|
|
GFXVertexPC *pVert = NULL;
|
|
|
|
probeInfo->numVerts = 36;
|
|
|
|
probeInfo->vertBuffer.set(GFX, 36, GFXBufferTypeStatic);
|
|
pVert = probeInfo->vertBuffer.lock();
|
|
|
|
Point3F halfSize = Point3F(probeInfo->mRadius, probeInfo->mRadius, probeInfo->mRadius);
|
|
|
|
for (U32 i = 0; i < 36; i++)
|
|
{
|
|
const U32& vdx = cubeFaces[i][0];
|
|
pVert[i].point = cubePoints[vdx] * halfSize;
|
|
}
|
|
|
|
probeInfo->vertBuffer.unlock();
|
|
|
|
// Fill the primitive buffer
|
|
U16 *pIdx = NULL;
|
|
|
|
probeInfo->primBuffer.set(GFX, 36, 12, GFXBufferTypeStatic);
|
|
|
|
probeInfo->primBuffer.lock(&pIdx);
|
|
|
|
for (U16 i = 0; i < 36; i++)
|
|
pIdx[i] = i;
|
|
|
|
probeInfo->primBuffer.unlock();
|
|
|
|
probeInfo->numPrims = 12;
|
|
|
|
if (!mReflectProbeMaterial)
|
|
mReflectProbeMaterial = getReflectProbeMaterial();
|
|
//
|
|
|
|
// mReflectProbeBin.push_back(pEntry);
|
|
}
|
|
|
|
GFXVertexBufferHandle<GFXVertexPC> ProbeManager::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives)
|
|
{
|
|
static SphereMesh sSphereMesh;
|
|
|
|
if (mSphereGeometry.isNull())
|
|
{
|
|
const SphereMesh::TriangleMesh * sphereMesh = sSphereMesh.getMesh(3);
|
|
S32 numPoly = sphereMesh->numPoly;
|
|
mSpherePrimitiveCount = 0;
|
|
mSphereGeometry.set(GFX, numPoly * 3, GFXBufferTypeStatic);
|
|
mSphereGeometry.lock();
|
|
S32 vertexIndex = 0;
|
|
|
|
for (S32 i = 0; i<numPoly; i++)
|
|
{
|
|
mSpherePrimitiveCount++;
|
|
|
|
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[0];
|
|
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
|
|
vertexIndex++;
|
|
|
|
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[1];
|
|
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
|
|
vertexIndex++;
|
|
|
|
mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[2];
|
|
mSphereGeometry[vertexIndex].color = ColorI::WHITE;
|
|
vertexIndex++;
|
|
}
|
|
mSphereGeometry.unlock();
|
|
}
|
|
|
|
outNumPrimitives = mSpherePrimitiveCount;
|
|
outPrimitives = NULL; // For now
|
|
return mSphereGeometry;
|
|
}
|
|
|
|
//
|
|
//
|
|
bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
|
|
{
|
|
bool success = Parent::init(features, vertexFormat);
|
|
|
|
// If the initialization failed don't continue.
|
|
if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
|
|
{
|
|
if (!Parent::setupPass(state, sgData))
|
|
return false;
|
|
|
|
AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
|
|
const RenderPassData *rpd = mProcessedMaterial->getPass(0);
|
|
AssertFatal(rpd, "No render pass data!");
|
|
AssertFatal(rpd->mRenderStates[0], "No render state 0!");
|
|
|
|
if (!mProjectionState)
|
|
{
|
|
GFXStateBlockDesc desc;
|
|
desc.setZReadWrite(false);
|
|
desc.zWriteEnable = false;
|
|
desc.setCullMode(GFXCullNone);
|
|
desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendDestAlpha, GFXBlendOpMax);
|
|
mProjectionState = GFX->createStateBlock(desc);
|
|
}
|
|
// Now override stateblock with our own
|
|
GFX->setStateBlock(mProjectionState);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool SkylightMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
|
|
{
|
|
if (!Parent::setupPass(state, sgData))
|
|
return false;
|
|
|
|
AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
|
|
const RenderPassData *rpd = mProcessedMaterial->getPass(0);
|
|
AssertFatal(rpd, "No render pass data!");
|
|
AssertFatal(rpd->mRenderStates[0], "No render state 0!");
|
|
|
|
if (!mProjectionState)
|
|
{
|
|
GFXStateBlockDesc desc;
|
|
desc.setZReadWrite(false);
|
|
desc.zWriteEnable = false;
|
|
desc.setCullMode(GFXCullNone);
|
|
desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendDestAlpha, GFXBlendOpMax);
|
|
//desc.setBlend(false);
|
|
mProjectionState = GFX->createStateBlock(desc);
|
|
}
|
|
// Now override stateblock with our own
|
|
GFX->setStateBlock(mProjectionState);
|
|
|
|
return true;
|
|
}
|
|
//
|
|
//
|
|
ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
|
|
const GFXVertexFormat *vertexFormat)
|
|
: matInstance(NULL),
|
|
zNearFarInvNearFar(NULL),
|
|
farPlane(NULL),
|
|
vsFarPlane(NULL),
|
|
negFarPlaneDotEye(NULL),
|
|
probeWSPos(NULL),
|
|
attenuation(NULL),
|
|
radius(NULL),
|
|
cubeMips(NULL)
|
|
{
|
|
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
|
|
if (!mat)
|
|
return;
|
|
|
|
matInstance = new ReflectProbeMatInstance(*mat);
|
|
|
|
const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
|
|
|
|
for (U32 i = 0; i < macros.size(); i++)
|
|
matInstance->addShaderMacro(macros[i].name, macros[i].value);
|
|
|
|
matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
|
|
|
|
attenuation = matInstance->getMaterialParameterHandle("$attenuation");
|
|
radius = matInstance->getMaterialParameterHandle("$radius");
|
|
probeLSPos = matInstance->getMaterialParameterHandle("$probeLSPos");
|
|
probeWSPos = matInstance->getMaterialParameterHandle("$probeWSPos");
|
|
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
|
|
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
|
|
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
|
|
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
|
|
|
|
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
|
|
|
|
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
|
|
cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
|
|
|
|
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
|
|
bbMin = matInstance->getMaterialParameterHandle("$bbMin");
|
|
bbMax = matInstance->getMaterialParameterHandle("$bbMax");
|
|
|
|
useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
|
|
|
|
for (U32 i = 0; i < 9; i++)
|
|
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
|
|
|
|
for (U32 i = 0; i < 5; i++)
|
|
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));
|
|
}
|
|
|
|
ProbeManager::ReflectProbeMaterialInfo::~ReflectProbeMaterialInfo()
|
|
{
|
|
SAFE_DELETE(matInstance);
|
|
}
|
|
|
|
void ProbeManager::ReflectProbeMaterialInfo::setViewParameters(const F32 _zNear,
|
|
const F32 _zFar,
|
|
const Point3F &_eyePos,
|
|
const PlaneF &_farPlane,
|
|
const PlaneF &_vsFarPlane)
|
|
{
|
|
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
|
|
|
matParams->setSafe(farPlane, *((const Point4F *)&_farPlane));
|
|
|
|
matParams->setSafe(vsFarPlane, *((const Point4F *)&_vsFarPlane));
|
|
|
|
if (negFarPlaneDotEye->isValid())
|
|
{
|
|
// -dot( farPlane, eyePos )
|
|
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
|
matParams->set(negFarPlaneDotEye, negFarPlaneDotEyeVal);
|
|
}
|
|
|
|
matParams->setSafe(zNearFarInvNearFar, Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar));
|
|
|
|
Point4F frPlane = *((const Point4F *)&_farPlane);
|
|
Point4F vsFrPlane = *((const Point4F *)&_vsFarPlane);
|
|
Point4F nearFarInvNearFar = Point4F(_zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar);
|
|
const F32 negFarPlaneDotEyeVal = -(mDot(*((const Point3F *)&_farPlane), _eyePos) + _farPlane.d);
|
|
}
|
|
|
|
void ProbeManager::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRenderInst *probeInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly)
|
|
{
|
|
//Set up the params
|
|
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
|
|
|
matParams->setSafe(radius, probeInfo->mRadius);
|
|
|
|
Point3F probePos = probeInfo->getPosition() + probeInfo->mProbePosOffset;
|
|
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
|
matParams->setSafe(probeWSPos, probePos);
|
|
|
|
worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
|
|
matParams->setSafe(probeLSPos, probePos);
|
|
|
|
// Get the attenuation falloff ratio and normalize it.
|
|
Point3F attenRatio = Point3F(0.0f, 1.0f, 1.0f);
|
|
F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
|
|
if (total > 0.0f)
|
|
attenRatio /= total;
|
|
|
|
F32 probeRadius = probeInfo->mRadius;
|
|
|
|
Point2F attenParams((1.0f / probeRadius) * attenRatio.y,
|
|
(1.0f / (probeRadius * probeRadius)) * attenRatio.z);
|
|
|
|
matParams->setSafe(attenuation, attenParams);
|
|
|
|
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
|
|
NamedTexTarget* matInfoTexTarget = NamedTexTarget::find("matinfo");
|
|
NamedTexTarget* colorTexTarget = NamedTexTarget::find("color");
|
|
|
|
if (!deferredTexTarget || !matInfoTexTarget || !colorTexTarget)
|
|
{
|
|
Con::errorf("ProbeManager::ReflectProbeMaterialInfo::setProbeParameters: Could not retrieve gbuffer");
|
|
return;
|
|
}
|
|
|
|
//set textures
|
|
GFX->setTexture(0, deferredTexTarget->getTexture());
|
|
GFX->setTexture(1, matInfoTexTarget->getTexture());
|
|
GFX->setTexture(2, colorTexTarget->getTexture());
|
|
GFX->setCubeTexture(3, probeInfo->mCubemap->getPointer());
|
|
GFX->setCubeTexture(4, probeInfo->mIrradianceCubemap->getPointer());
|
|
GFX->setTexture(5, probeInfo->mBRDFTexture->getPointer());
|
|
|
|
//set material params
|
|
matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap->getPointer()->getMipMapLevels(), 2.0f));
|
|
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
|
|
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
|
|
matParams->setSafe(bbMax, probeInfo->mBounds.maxExtents);
|
|
matParams->setSafe(useSphereMode, probeInfo->mProbeShapeType == ProbeRenderInst::Sphere ? 1.0f : 0.0f);
|
|
|
|
//SH Terms
|
|
//static AlignedArray<Point3F> shTermsArray(9, sizeof(Point3F));
|
|
//dMemset(shTermsArray.getBuffer(), 0, shTermsArray.getBufferSize());
|
|
|
|
/*for (U32 i = 0; i < 9; i++)
|
|
{
|
|
matParams->setSafe(shTerms[i], probeInfo->mSHTerms[i]);
|
|
}
|
|
|
|
for (U32 i = 0; i < 5; i++)
|
|
{
|
|
matParams->setSafe(shConsts[i], probeInfo->mSHConstants[i]);
|
|
}*/
|
|
|
|
//const MatrixF worldToObjectXfm = probeInfo->mTransform;
|
|
//MaterialParameterHandle *worldToObjMat = matInstance->getMaterialParameterHandle("$worldToObj");
|
|
//matParams->setSafe(worldToObjMat, worldToObjectXfm);
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
ProbeManager::SkylightMaterialInfo::SkylightMaterialInfo(const String &matName,
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const GFXVertexFormat *vertexFormat)
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: ReflectProbeMaterialInfo(matName, vertexFormat)
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|
{
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|
Material *mat = MATMGR->getMaterialDefinitionByName(matName);
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if (!mat)
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return;
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|
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matInstance = new SkylightMatInstance(*mat);
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|
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const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
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|
|
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for (U32 i = 0; i < macros.size(); i++)
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matInstance->addShaderMacro(macros[i].name, macros[i].value);
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|
|
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matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
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|
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|
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
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|
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
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|
negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
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|
zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
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|
|
|
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
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|
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
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|
|
|
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
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|
|
|
/*for (U32 i = 0; i < 9; i++)
|
|
shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
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|
|
|
for (U32 i = 0; i < 5; i++)
|
|
shConsts[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHConsts%d", i));*/
|
|
}
|
|
|
|
ProbeManager::SkylightMaterialInfo::~SkylightMaterialInfo()
|
|
{
|
|
SAFE_DELETE(matInstance);
|
|
}
|
|
|
|
/*bool ProbeManager::lightScene( const char* callback, const char* param )
|
|
{
|
|
BitSet32 flags = 0;
|
|
|
|
if ( param )
|
|
{
|
|
if ( !dStricmp( param, "forceAlways" ) )
|
|
flags.set( SceneLighting::ForceAlways );
|
|
else if ( !dStricmp(param, "forceWritable" ) )
|
|
flags.set( SceneLighting::ForceWritable );
|
|
else if ( !dStricmp(param, "loadOnly" ) )
|
|
flags.set( SceneLighting::LoadOnly );
|
|
}
|
|
|
|
// The SceneLighting object will delete itself
|
|
// once the lighting process is complete.
|
|
SceneLighting* sl = new SceneLighting( getSceneLightingInterface() );
|
|
return sl->lightScene( callback, flags );
|
|
}*/
|
|
|
|
/*RenderDeferredMgr* ProbeManager::_findDeferredRenderBin()
|
|
{
|
|
RenderPassManager* rpm = getSceneManager()->getDefaultRenderPass();
|
|
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
|
|
{
|
|
RenderBinManager *bin = rpm->getManager( i );
|
|
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
|
|
{
|
|
return ( RenderDeferredMgr* ) bin;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}*/
|
|
|
|
DefineEngineFunction( CreateProbeManager, bool, (),,
|
|
"Finds and activates the named light manager.\n"
|
|
"@return Returns true if the light manager is found and activated.\n"
|
|
"@ingroup Lighting\n" )
|
|
{
|
|
ProbeManager* probeManager = new ProbeManager();
|
|
|
|
if (probeManager != nullptr && gClientSceneGraph != nullptr)
|
|
{
|
|
probeManager->activate(gClientSceneGraph);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
DefineEngineFunction( resetProbeManager, void, (),,
|
|
"@brief Deactivates and then activates the currently active light manager."
|
|
"This causes most shaders to be regenerated and is often used when global "
|
|
"rendering changes have occured.\n"
|
|
"@ingroup Lighting\n" )
|
|
{
|
|
ProbeManager *pm = PROBEMGR;
|
|
if ( !pm)
|
|
return;
|
|
|
|
/*SceneManager *sm = lm->getSceneManager();
|
|
lm->deactivate();
|
|
lm->activate( sm );*/
|
|
}
|