Torque3D/Engine/source/lighting/advanced/advancedLightManager.cpp

741 lines
27 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/advanced/advancedLightManager.h"
#include "lighting/advanced/advancedLightBinManager.h"
#include "lighting/advanced/advancedLightingFeatures.h"
#include "lighting/shadowMap/shadowMapManager.h"
#include "lighting/shadowMap/lightShadowMap.h"
#include "lighting/common/sceneLighting.h"
#include "lighting/common/lightMapParams.h"
#include "core/util/safeDelete.h"
#include "renderInstance/renderDeferredMgr.h"
#include "materials/materialManager.h"
#include "math/util/sphereMesh.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxCardProfile.h"
#include "gfx/gfxTextureProfile.h"
#ifndef TORQUE_BASIC_LIGHTING
F32 AdvancedLightManager::smProjectedShadowFilterDistance = 40.0f;
#endif
ImplementEnumType( ShadowType,
"\n\n"
"@ingroup AdvancedLighting" )
{ ShadowType_Spot, "Spot" },
{ ShadowType_PSSM, "PSSM" },
{ ShadowType_Paraboloid, "Paraboloid" },
{ ShadowType_DualParaboloidSinglePass, "DualParaboloidSinglePass" },
{ ShadowType_DualParaboloid, "DualParaboloid" },
{ ShadowType_CubeMap, "CubeMap" },
EndImplementEnumType;
AdvancedLightManager AdvancedLightManager::smSingleton;
AdvancedLightManager::AdvancedLightManager()
: LightManager( "Advanced Lighting", "ADVLM" )
{
mLightBinManager = NULL;
mLastShader = NULL;
mAvailableSLInterfaces = NULL;
}
AdvancedLightManager::~AdvancedLightManager()
{
mLastShader = NULL;
mLastConstants = NULL;
for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
{
if (i->value)
SAFE_DELETE(i->value);
}
mConstantLookup.clear();
}
bool AdvancedLightManager::isCompatible() const
{
// TODO: We need at least 3.0 shaders at the moment
// but this should be relaxed to 2.0 soon.
if ( GFX->getPixelShaderVersion() < 3.0 )
return false;
// TODO: Test for the necessary texture formats!
bool autoMips;
if(!GFX->getCardProfiler()->checkFormat(GFXFormatR16F, &GFXRenderTargetProfile, autoMips))
return false;
return true;
}
void AdvancedLightManager::activate( SceneManager *sceneManager )
{
Parent::activate( sceneManager );
GFXShader::addGlobalMacro( "TORQUE_ADVANCED_LIGHTING" );
sceneManager->setPostEffectFog( true );
SHADOWMGR->activate();
// Find a target format that supports blending...
// we prefer the floating point format if it works.
Vector<GFXFormat> formats;
formats.push_back( GFXFormatR16G16B16A16F );
//formats.push_back( GFXFormatR16G16B16A16 );
GFXFormat blendTargetFormat = GFX->selectSupportedFormat( &GFXRenderTargetProfile,
formats,
true,
true,
false );
// First look for the deferred bin...
RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
// If we didn't find the deferred bin then add one.
if (!deferredBin)
{
deferredBin = new RenderDeferredMgr(true, blendTargetFormat);
deferredBin->assignName("AL_DeferredBin");
deferredBin->registerObject();
getSceneManager()->getDefaultRenderPass()->addManager(deferredBin);
mDeferredRenderBin = deferredBin;
}
mLightBinManager = new AdvancedLightBinManager( this, SHADOWMGR, blendTargetFormat );
mLightBinManager->assignName( "AL_LightBinMgr" );
// Tell the material manager that deferred is enabled.
MATMGR->setDeferredEnabled( true );
// Insert our light bin manager.
mLightBinManager->setRenderOrder( deferredBin->getRenderOrder() + 0.01f );
getSceneManager()->getDefaultRenderPass()->addManager( mLightBinManager );
AdvancedLightingFeatures::registerFeatures(mDeferredRenderBin->getTargetFormat(), blendTargetFormat);
// Last thing... let everyone know we're active.
smActivateSignal.trigger( getId(), true );
}
void AdvancedLightManager::deactivate()
{
Parent::deactivate();
GFXShader::removeGlobalMacro( "TORQUE_ADVANCED_LIGHTING" );
// Release our bin manager... it will take care of
// removing itself from the render passes.
if( mLightBinManager )
{
mLightBinManager->MRTLightmapsDuringDeferred(false);
mLightBinManager->deleteObject();
}
mLightBinManager = NULL;
if ( mDeferredRenderBin )
mDeferredRenderBin->deleteObject();
mDeferredRenderBin = NULL;
SHADOWMGR->deactivate();
mLastShader = NULL;
mLastConstants = NULL;
for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
{
if (i->value)
SAFE_DELETE(i->value);
}
mConstantLookup.clear();
mSphereGeometry = NULL;
mSphereIndices = NULL;
mConeGeometry = NULL;
mConeIndices = NULL;
AdvancedLightingFeatures::unregisterFeatures();
// Now let everyone know we've deactivated.
smActivateSignal.trigger( getId(), false );
}
void AdvancedLightManager::_addLightInfoEx( LightInfo *lightInfo )
{
lightInfo->addExtended( new ShadowMapParams( lightInfo ) );
lightInfo->addExtended( new LightMapParams( lightInfo ) );
}
void AdvancedLightManager::_initLightFields()
{
#define DEFINE_LIGHT_FIELD( var, type, enum_ ) \
static inline const char* _get##var##Field( void *obj, const char *data ) \
{ \
ShadowMapParams *p = _getShadowMapParams( obj ); \
if ( p ) \
return Con::getData( type, &p->var, 0, enum_ ); \
else \
return ""; \
} \
\
static inline bool _set##var##Field( void *object, const char *index, const char *data ) \
{ \
ShadowMapParams *p = _getShadowMapParams( object ); \
if ( p ) \
{ \
Con::setData( type, &p->var, 0, 1, &data, enum_ ); \
p->_validate(); \
} \
return false; \
}
#define DEFINE_LIGHTMAP_FIELD( var, type, enum_ ) \
static inline const char* _get##var##Field( void *obj, const char *data ) \
{ \
LightMapParams *p = _getLightMapParams( obj ); \
if ( p ) \
return Con::getData( type, &p->var, 0, enum_ ); \
else \
return ""; \
} \
\
static inline bool _set##var##Field( void *object, const char *index, const char *data ) \
{ \
LightMapParams *p = _getLightMapParams( object ); \
if ( p ) \
{ \
Con::setData( type, &p->var, 0, 1, &data, enum_ ); \
} \
return false; \
}
#define ADD_LIGHT_FIELD( field, type, var, desc ) \
ConsoleObject::addProtectedField( field, type, 0, \
&Dummy::_set##var##Field, &Dummy::_get##var##Field, desc )
// Our dummy adaptor class which we hide in here
// to keep from poluting the global namespace.
class Dummy
{
protected:
static inline ShadowMapParams* _getShadowMapParams( void *obj )
{
ISceneLight *sceneLight = dynamic_cast<ISceneLight*>( (SimObject*)obj );
if ( sceneLight )
{
LightInfo *lightInfo = sceneLight->getLight();
if ( lightInfo )
return lightInfo->getExtended<ShadowMapParams>();
}
return NULL;
}
static inline LightMapParams* _getLightMapParams( void *obj )
{
ISceneLight *sceneLight = dynamic_cast<ISceneLight*>( (SimObject*)obj );
if ( sceneLight )
{
LightInfo *lightInfo = sceneLight->getLight();
if ( lightInfo )
return lightInfo->getExtended<LightMapParams>();
}
return NULL;
}
public:
DEFINE_LIGHT_FIELD( attenuationRatio, TypePoint3F, NULL );
DEFINE_LIGHT_FIELD( shadowType, TYPEID< ShadowType >(), ConsoleBaseType::getType( TYPEID< ShadowType >() )->getEnumTable() );
DEFINE_LIGHT_FIELD( texSize, TypeS32, NULL );
DEFINE_LIGHT_FIELD( cookie, TypeStringFilename, NULL );
DEFINE_LIGHT_FIELD( numSplits, TypeS32, NULL );
DEFINE_LIGHT_FIELD( logWeight, TypeF32, NULL );
DEFINE_LIGHT_FIELD( overDarkFactor, TypePoint4F, NULL);
DEFINE_LIGHT_FIELD( shadowDistance, TypeF32, NULL );
DEFINE_LIGHT_FIELD( shadowSoftness, TypeF32, NULL );
DEFINE_LIGHT_FIELD( fadeStartDist, TypeF32, NULL );
DEFINE_LIGHT_FIELD( lastSplitTerrainOnly, TypeBool, NULL );
DEFINE_LIGHTMAP_FIELD( representedInLightmap, TypeBool, NULL );
DEFINE_LIGHTMAP_FIELD( shadowDarkenColor, TypeColorF, NULL );
DEFINE_LIGHTMAP_FIELD( includeLightmappedGeometryInShadow, TypeBool, NULL );
};
ConsoleObject::addGroup( "Advanced Lighting" );
ADD_LIGHT_FIELD( "attenuationRatio", TypePoint3F, attenuationRatio,
"The proportions of constant, linear, and quadratic attenuation to use for "
"the falloff for point and spot lights." );
ADD_LIGHT_FIELD( "shadowType", TYPEID< ShadowType >(), shadowType,
"The type of shadow to use on this light." );
ADD_LIGHT_FIELD( "cookie", TypeStringFilename, cookie,
"A custom pattern texture which is projected from the light." );
ADD_LIGHT_FIELD( "texSize", TypeS32, texSize,
"The texture size of the shadow map." );
ADD_LIGHT_FIELD( "overDarkFactor", TypePoint4F, overDarkFactor,
"The ESM shadow darkening factor");
ADD_LIGHT_FIELD( "shadowDistance", TypeF32, shadowDistance,
"The distance from the camera to extend the PSSM shadow." );
ADD_LIGHT_FIELD( "shadowSoftness", TypeF32, shadowSoftness,
"" );
ADD_LIGHT_FIELD( "numSplits", TypeS32, numSplits,
"The logrithmic PSSM split distance factor." );
ADD_LIGHT_FIELD( "logWeight", TypeF32, logWeight,
"The logrithmic PSSM split distance factor." );
ADD_LIGHT_FIELD( "fadeStartDistance", TypeF32, fadeStartDist,
"Start fading shadows out at this distance. 0 = auto calculate this distance.");
ADD_LIGHT_FIELD( "lastSplitTerrainOnly", TypeBool, lastSplitTerrainOnly,
"This toggles only terrain being rendered to the last split of a PSSM shadow map.");
ConsoleObject::endGroup( "Advanced Lighting" );
ConsoleObject::addGroup( "Advanced Lighting Lightmap" );
ADD_LIGHT_FIELD( "representedInLightmap", TypeBool, representedInLightmap,
"This light is represented in lightmaps (static light, default: false)");
ADD_LIGHT_FIELD( "shadowDarkenColor", TypeColorF, shadowDarkenColor,
"The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)");
ADD_LIGHT_FIELD( "includeLightmappedGeometryInShadow", TypeBool, includeLightmappedGeometryInShadow,
"This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)");
ConsoleObject::endGroup( "Advanced Lighting Lightmap" );
#undef DEFINE_LIGHT_FIELD
#undef ADD_LIGHT_FIELD
}
void AdvancedLightManager::setLightInfo( ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts)
{
// Skip this if we're rendering from the deferred bin.
if ( sgData.binType == SceneData::DeferredBin )
return;
PROFILE_SCOPE(AdvancedLightManager_setLightInfo);
LightingShaderConstants *lsc = getLightingShaderConstants(shaderConsts);
LightShadowMap *lsm = SHADOWMGR->getCurrentShadowMap();
LightShadowMap *dynamicShadowMap = SHADOWMGR->getCurrentDynamicShadowMap();
LightInfo *light;
if (lsm)
light = lsm->getLightInfo();
else if ( dynamicShadowMap )
light = dynamicShadowMap->getLightInfo();
else
{
light = sgData.lights[0];
if ( !light )
light = getDefaultLight();
}
// NOTE: If you encounter a crash from this point forward
// while setting a shader constant its probably because the
// mConstantLookup has bad shaders/constants in it.
//
// This is a known crash bug that can occur if materials/shaders
// are reloaded and the light manager is not reset.
//
// We should look to fix this by clearing the table.
// Update the forward shading light constants.
_update4LightConsts( sgData,
lsc->mLightPositionSC,
lsc->mLightDiffuseSC,
lsc->mLightAmbientSC,
lsc->mLightConfigDataSC,
lsc->mLightSpotDirSC,
lsc->mLightSpotParamsSC,
lsc->mHasVectorLightSC,
lsc->mVectorLightDirectionSC,
lsc->mVectorLightColorSC,
lsc->mVectorLightBrightnessSC,
shaderConsts );
// Static
if (lsm && light->getCastShadows())
{
if ( lsc->mWorldToLightProjSC->isValid() )
shaderConsts->set( lsc->mWorldToLightProjSC,
lsm->getWorldToLightProj(),
lsc->mWorldToLightProjSC->getType() );
if ( lsc->mViewToLightProjSC->isValid() )
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
shaderConsts->set( lsc->mViewToLightProjSC,
lsm->getWorldToLightProj() * state->getCameraTransform(),
lsc->mViewToLightProjSC->getType() );
}
shaderConsts->setSafe( lsc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize() );
// Do this last so that overrides can properly override parameters previously set
lsm->setShaderParameters(shaderConsts, lsc);
}
else
{
if ( lsc->mViewToLightProjSC->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( lsc->mViewToLightProjSC,
proj * state->getCameraTransform(),
lsc->mViewToLightProjSC->getType() );
}
}
// Dynamic
if ( dynamicShadowMap )
{
if ( lsc->mDynamicWorldToLightProjSC->isValid() )
shaderConsts->set( lsc->mDynamicWorldToLightProjSC,
dynamicShadowMap->getWorldToLightProj(),
lsc->mDynamicWorldToLightProjSC->getType() );
if ( lsc->mDynamicViewToLightProjSC->isValid() )
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
shaderConsts->set( lsc->mDynamicViewToLightProjSC,
dynamicShadowMap->getWorldToLightProj() * state->getCameraTransform(),
lsc->mDynamicViewToLightProjSC->getType() );
}
shaderConsts->setSafe( lsc->mShadowMapSizeSC, 1.0f / (F32)dynamicShadowMap->getTexSize() );
// Do this last so that overrides can properly override parameters previously set
dynamicShadowMap->setShaderParameters(shaderConsts, lsc);
}
else
{
if ( lsc->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( lsc->mDynamicViewToLightProjSC,
proj * state->getCameraTransform(),
lsc->mDynamicViewToLightProjSC->getType() );
}
}
}
void AdvancedLightManager::registerGlobalLight(LightInfo *light, SimObject *obj)
{
Parent::registerGlobalLight( light, obj );
// Pass the volume lights to the bin manager.
if ( mLightBinManager &&
( light->getType() == LightInfo::Point ||
light->getType() == LightInfo::Spot ) )
mLightBinManager->addLight( light );
}
void AdvancedLightManager::unregisterAllLights()
{
Parent::unregisterAllLights();
if ( mLightBinManager )
mLightBinManager->clearAllLights();
}
bool AdvancedLightManager::setTextureStage( const SceneData &sgData,
const U32 currTexFlag,
const U32 textureSlot,
GFXShaderConstBuffer *shaderConsts,
ShaderConstHandles *handles )
{
LightShadowMap* lsm = SHADOWMGR->getCurrentShadowMap();
LightShadowMap* dynamicShadowMap = SHADOWMGR->getCurrentDynamicShadowMap();
// Assign Shadowmap, if it exists
LightingShaderConstants* lsc = getLightingShaderConstants(shaderConsts);
if ( !lsc )
return false;
if ( currTexFlag == Material::DynamicLight )
{
// Static
if ( lsm && lsm->getLightInfo()->getCastShadows() )
return lsm->setTextureStage( currTexFlag, lsc );
S32 reg = lsc->mShadowMapSC->getSamplerRegister();
if ( reg != -1 )
GFX->setTexture( reg, GFXTexHandle::ONE );
return true;
} else if ( currTexFlag == Material::DynamicShadowMap )
{
// Dynamic
if ( dynamicShadowMap )
return dynamicShadowMap->setTextureStage( currTexFlag, lsc );
S32 reg = lsc->mDynamicShadowMapSC->getSamplerRegister();
if ( reg != -1 )
GFX->setTexture( reg, GFXTexHandle::ONE );
return true;
}
else if ( currTexFlag == Material::DynamicLightMask )
{
S32 reg = lsc->mCookieMapSC->getSamplerRegister();
if ( reg != -1 && sgData.lights[0] )
{
ShadowMapParams *p = sgData.lights[0]->getExtended<ShadowMapParams>();
if ( lsc->mCookieMapSC->getType() == GFXSCT_SamplerCube )
GFX->setCubeTexture( reg, p->getCookieCubeTex() );
else
GFX->setTexture( reg, p->getCookieTex() );
}
return true;
}
return false;
}
LightingShaderConstants* AdvancedLightManager::getLightingShaderConstants(GFXShaderConstBuffer* buffer)
{
if ( !buffer )
return NULL;
PROFILE_SCOPE( AdvancedLightManager_GetLightingShaderConstants );
GFXShader* shader = buffer->getShader();
// Check to see if this is the same shader, we'll get hit repeatedly by
// the same one due to the render bin loops.
if ( mLastShader.getPointer() != shader )
{
LightConstantMap::Iterator iter = mConstantLookup.find(shader);
if ( iter != mConstantLookup.end() )
{
mLastConstants = iter->value;
}
else
{
LightingShaderConstants* lsc = new LightingShaderConstants();
mConstantLookup[shader] = lsc;
mLastConstants = lsc;
}
// Set our new shader
mLastShader = shader;
}
// Make sure that our current lighting constants are initialized
if (!mLastConstants->mInit)
mLastConstants->init(shader);
return mLastConstants;
}
GFXVertexBufferHandle<AdvancedLightManager::LightVertex> AdvancedLightManager::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&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;
}
GFXVertexBufferHandle<AdvancedLightManager::LightVertex> AdvancedLightManager::getConeMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives )
{
static const Point2F circlePoints[] =
{
Point2F(0.707107f, 0.707107f),
Point2F(0.923880f, 0.382683f),
Point2F(1.000000f, 0.000000f),
Point2F(0.923880f, -0.382684f),
Point2F(0.707107f, -0.707107f),
Point2F(0.382683f, -0.923880f),
Point2F(0.000000f, -1.000000f),
Point2F(-0.382683f, -0.923880f),
Point2F(-0.707107f, -0.707107f),
Point2F(-0.923880f, -0.382684f),
Point2F(-1.000000f, 0.000000f),
Point2F(-0.923879f, 0.382684f),
Point2F(-0.707107f, 0.707107f),
Point2F(-0.382683f, 0.923880f),
Point2F(0.000000f, 1.000000f),
Point2F(0.382684f, 0.923879f)
};
const S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
if ( mConeGeometry.isNull() )
{
mConeGeometry.set(GFX, numPoints + 1, GFXBufferTypeStatic);
mConeGeometry.lock();
mConeGeometry[0].point = Point3F(0.0f,0.0f,0.0f);
for (S32 i=1; i<numPoints + 1; i++)
{
S32 imod = (i - 1) % numPoints;
mConeGeometry[i].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, -1.0f);
mConeGeometry[i].color = ColorI::WHITE;
}
mConeGeometry.unlock();
mConePrimitiveCount = numPoints * 2 - 1;
// Now build the index buffer
mConeIndices.set(GFX, mConePrimitiveCount * 3, mConePrimitiveCount, GFXBufferTypeStatic);
U16 *idx = NULL;
mConeIndices.lock( &idx );
// Build the cone
U32 idxIdx = 0;
for( U32 i = 1; i < numPoints + 1; i++ )
{
idx[idxIdx++] = 0; // Triangles on cone start at top point
idx[idxIdx++] = i;
idx[idxIdx++] = ( i + 1 > numPoints ) ? 1 : i + 1;
}
// Build the bottom of the cone (reverse winding order)
for( U32 i = 1; i < numPoints - 1; i++ )
{
idx[idxIdx++] = 1;
idx[idxIdx++] = i + 2;
idx[idxIdx++] = i + 1;
}
mConeIndices.unlock();
}
outNumPrimitives = mConePrimitiveCount;
outPrimitives = mConeIndices.getPointer();
return mConeGeometry;
}
LightShadowMap* AdvancedLightManager::findShadowMapForObject( SimObject *object )
{
if ( !object )
return NULL;
ISceneLight *sceneLight = dynamic_cast<ISceneLight*>( object );
if ( !sceneLight || !sceneLight->getLight() )
return NULL;
return sceneLight->getLight()->getExtended<ShadowMapParams>()->getShadowMap();
}
DefineEngineFunction( setShadowVizLight, const char*, (const char* name), (""), "")
{
static const String DebugTargetName( "AL_ShadowVizTexture" );
NamedTexTarget *target = NamedTexTarget::find( DebugTargetName );
if ( target )
target->unregister();
AdvancedLightManager *lm = dynamic_cast<AdvancedLightManager*>( LIGHTMGR );
if ( !lm )
return 0;
SimObject *object;
Sim::findObject( name, object );
LightShadowMap *lightShadowMap = lm->findShadowMapForObject( object );
if ( !lightShadowMap || !lightShadowMap->getTexture() )
return 0;
lightShadowMap->setDebugTarget( DebugTargetName );
GFXTextureObject *texObject = lightShadowMap->getTexture();
const Point3I &size = texObject->getSize();
F32 aspect = (F32)size.x / (F32)size.y;
static const U32 bufSize = 64;
char *result = Con::getReturnBuffer( bufSize );
dSprintf( result, bufSize, "%d %d %g", size.x, size.y, aspect );
return result;
}