mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
1) fix spotlight shadow casting. we weren't properly accounting for reversedepthbuffer there 2) fix mismatched variables in forward lit spotlight param array 3) use disney diffuse in the generalized brdf, and apply it for spotlights after angular attenuation, not before 4) .provide a generailze luxTargMultiplier approach for spot and point lights (as well as future growth areas) so that range, angle ect can impact the brightness variable sent to a given light source shader without perpixel overhead 5) for spotlightParams in particular, use sizeof(point4f) for the alignedarray untill that's properly reviewed/revised 6) narrow attenuation slightly based on a given lights dot product to prevent tool vs outcome leakage, plus provide safeties for when a given spotslight's inner and outter angles match identially
604 lines
21 KiB
C++
604 lines
21 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/lightManager.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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Signal<void(const char*,bool)> LightManager::smActivateSignal;
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LightManager *LightManager::smActiveLM = NULL;
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LightManager::LightManager( const char *name, const char *id )
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: mName( name ),
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mId( id ),
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mIsActive( false ),
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mDefaultLight( NULL ),
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mSceneManager( NULL ),
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mCullPos( Point3F::Zero ),
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mAvailableSLInterfaces( NULL )
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{
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_getLightManagers().insert( mName, this );
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dMemset( &mSpecialLights, 0, sizeof( mSpecialLights ) );
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}
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LightManager::~LightManager()
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{
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_getLightManagers().erase( mName );
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SAFE_DELETE( mAvailableSLInterfaces );
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SAFE_DELETE( mDefaultLight );
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}
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LightManagerMap& LightManager::_getLightManagers()
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{
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static LightManagerMap lightManagerMap;
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return lightManagerMap;
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}
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LightManager* LightManager::findByName( const char *name )
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{
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LightManagerMap &lightManagers = _getLightManagers();
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LightManagerMap::Iterator iter = lightManagers.find( name );
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if ( iter != lightManagers.end() )
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return iter->value;
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return NULL;
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}
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void LightManager::getLightManagerNames( String *outString )
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{
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LightManagerMap &lightManagers = _getLightManagers();
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LightManagerMap::Iterator iter = lightManagers.begin();
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for ( ; iter != lightManagers.end(); iter++ )
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*outString += iter->key + "\t";
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// TODO!
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//outString->rtrim();
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}
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LightInfo* LightManager::createLightInfo(LightInfo* light /* = NULL */)
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{
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LightInfo *outLight = (light != NULL) ? light : new LightInfo;
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LightManagerMap &lightManagers = _getLightManagers();
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LightManagerMap::Iterator iter = lightManagers.begin();
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for ( ; iter != lightManagers.end(); iter++ )
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{
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LightManager *lm = iter->value;
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lm->_addLightInfoEx( outLight );
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}
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return outLight;
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}
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void LightManager::initLightFields()
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{
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LightManagerMap &lightManagers = _getLightManagers();
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LightManagerMap::Iterator iter = lightManagers.begin();
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for ( ; iter != lightManagers.end(); iter++ )
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{
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LightManager *lm = iter->value;
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lm->_initLightFields();
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}
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}
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IMPLEMENT_GLOBAL_CALLBACK( onLightManagerActivate, 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 LightManager::activate( SceneManager *sceneManager )
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{
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AssertFatal( sceneManager, "LightManager::activate() - Got null scene manager!" );
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AssertFatal( mIsActive == false, "LightManager::activate() - Already activated!" );
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AssertFatal( smActiveLM == NULL, "LightManager::activate() - A previous LM is still active!" );
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mIsActive = true;
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mSceneManager = sceneManager;
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smActiveLM = this;
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onLightManagerActivate_callback( getName() );
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}
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IMPLEMENT_GLOBAL_CALLBACK( onLightManagerDeactivate, 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 LightManager::deactivate()
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{
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AssertFatal( mIsActive == true, "LightManager::deactivate() - Already deactivated!" );
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AssertFatal( smActiveLM == this, "LightManager::activate() - This isn't the active light manager!" );
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if( Sim::getRootGroup() ) // To protect against shutdown.
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onLightManagerDeactivate_callback( getName() );
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mIsActive = false;
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mSceneManager = NULL;
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smActiveLM = NULL;
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// Just in case... make sure we're all clear.
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unregisterAllLights();
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}
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LightInfo* LightManager::getDefaultLight()
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{
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// The sun is always our default light when
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// when its registered.
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if ( mSpecialLights[ LightManager::slSunLightType ] )
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return mSpecialLights[ LightManager::slSunLightType ];
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// Else return a dummy special light.
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if ( !mDefaultLight )
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mDefaultLight = createLightInfo();
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return mDefaultLight;
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}
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LightInfo* LightManager::getSpecialLight( LightManager::SpecialLightTypesEnum type, bool useDefault )
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{
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if ( mSpecialLights[type] )
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return mSpecialLights[type];
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if ( useDefault )
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return getDefaultLight();
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return NULL;
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}
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void LightManager::setSpecialLight( LightManager::SpecialLightTypesEnum type, LightInfo *light )
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{
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if ( light && type == slSunLightType )
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{
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// The sun must be specially positioned and ranged
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// so that it can be processed like a point light
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// in the stock light shader used by Basic Lighting.
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light->setPosition( mCullPos - ( light->getDirection() * 10000.0f ) );
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light->setRange( 2000000.0f );
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}
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mSpecialLights[type] = light;
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registerGlobalLight( light, NULL );
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}
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void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLighting, bool enableZoneLightCulling)
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{
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PROFILE_SCOPE( LightManager_RegisterGlobalLights );
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// TODO: We need to work this out...
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//
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// 1. Why do we register and unregister lights on every
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// render when they don't often change... shouldn't we
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// just register once and keep them?
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//
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// 2. If we do culling of lights should this happen as part
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// of registration or somewhere else?
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//
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// Grab the lights to process.
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Vector<SceneObject*> activeLights;
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const U32 lightMask = LightObjectType;
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if ( staticLighting || !frustum )
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{
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// We're processing static lighting or want all the lights
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// in the container registerd... so no culling.
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getSceneManager()->getContainer()->findObjectList( lightMask, &activeLights );
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}
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else
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{
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// Cull the lights using the frustum.
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getSceneManager()->getContainer()->findObjectList(*frustum, lightMask, &activeLights);
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/*
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for (U32 i = 0; i < activeLights.size(); ++i)
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{
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for (U32 i = 0; i < activeLights.size(); ++i)
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{
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if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
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{
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activeLights.erase(i);
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--i;
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}
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}
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}
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*/
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// Store the culling position for sun placement
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// later... see setSpecialLight.
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mCullPos = frustum->getPosition();
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// HACK: Make sure the control object always gets
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// processed as lights mounted to it don't change
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// the shape bounds and can often get culled.
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GameConnection *conn = GameConnection::getConnectionToServer();
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if (conn && conn->getControlObject())
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{
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GameBase *conObject = conn->getControlObject();
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activeLights.push_back_unique(conObject);
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}
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}
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// Let the lights register themselves.
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for ( U32 i = 0; i < activeLights.size(); i++ )
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{
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ISceneLight *lightInterface = dynamic_cast<ISceneLight*>( activeLights[i] );
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if ( lightInterface )
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lightInterface->submitLights( this, staticLighting );
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}
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}
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void LightManager::registerGlobalLight( LightInfo *light, SimObject *obj )
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{
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AssertFatal( !mRegisteredLights.contains( light ),
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"LightManager::registerGlobalLight - This light is already registered!" );
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mRegisteredLights.push_back( light );
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}
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void LightManager::unregisterGlobalLight( LightInfo *light )
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{
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mRegisteredLights.unregisterLight( light );
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// If this is the sun... clear the special light too.
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if ( light == mSpecialLights[slSunLightType] )
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dMemset( mSpecialLights, 0, sizeof( mSpecialLights ) );
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}
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void LightManager::registerLocalLight( LightInfo *light )
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{
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// TODO: What should we do here?
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}
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void LightManager::unregisterLocalLight( LightInfo *light )
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{
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// TODO: What should we do here?
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}
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void LightManager::unregisterAllLights()
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{
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dMemset( mSpecialLights, 0, sizeof( mSpecialLights ) );
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mRegisteredLights.clear();
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}
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void LightManager::getAllUnsortedLights( Vector<LightInfo*> *list ) const
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{
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list->merge( mRegisteredLights );
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}
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void LightManager::_update4LightConsts( const SceneData &sgData,
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GFXShaderConstHandle *lightPositionSC,
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GFXShaderConstHandle *lightDiffuseSC,
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GFXShaderConstHandle *lightAmbientSC,
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GFXShaderConstHandle *lightConfigDataSC,
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GFXShaderConstHandle *lightSpotDirSC,
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GFXShaderConstHandle *lightSpotParamsSC,
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GFXShaderConstHandle* hasVectorLightSC,
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GFXShaderConstHandle* vectorLightDirectionSC,
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GFXShaderConstHandle* vectorLightColorSC,
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GFXShaderConstHandle* vectorLightBrightnessSC,
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GFXShaderConstBuffer *shaderConsts )
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts );
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// Skip over gathering lights if we don't have to!
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if ( lightPositionSC->isValid() ||
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lightDiffuseSC->isValid() ||
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lightConfigDataSC->isValid() ||
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lightSpotDirSC->isValid() ||
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lightSpotParamsSC->isValid() )
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
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//new setup
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const U32 MAX_FORWARD_LIGHTS = 4;
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static AlignedArray<Point4F> lightPositions(MAX_FORWARD_LIGHTS, sizeof(Point4F));
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static AlignedArray<Point4F> lightSpotDirs(MAX_FORWARD_LIGHTS, sizeof(Point4F));
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static AlignedArray<Point4F> lightColors(MAX_FORWARD_LIGHTS, sizeof(Point4F));
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static AlignedArray<Point4F> lightConfigData(MAX_FORWARD_LIGHTS, sizeof(Point4F)); //type, brightness, range, invSqrRange : rgba
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static AlignedArray<Point2F> lightSpotParams(MAX_FORWARD_LIGHTS, sizeof(Point4F));
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dMemset(lightPositions.getBuffer(), 0, lightPositions.getBufferSize());
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dMemset(lightSpotDirs.getBuffer(), 0, lightSpotDirs.getBufferSize());
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dMemset(lightColors.getBuffer(), 0, lightColors.getBufferSize());
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dMemset(lightConfigData.getBuffer(), 0, lightConfigData.getBufferSize());
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dMemset(lightSpotParams.getBuffer(), 0, lightSpotParams.getBufferSize());
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//sun-only
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F32 vectorLightBrightness;
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static Point4F vectorLightDirection;
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static Point4F vectorLightColor;
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static Point4F vectorLightAmbientColor;
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int hasVectorLight = 0;
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vectorLightBrightness = 0;
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vectorLightDirection = Point4F::Zero;
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vectorLightColor = Point4F::Zero;
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vectorLightAmbientColor = Point4F::Zero;
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F32 luxTargMultiplier[MAX_FORWARD_LIGHTS];
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// Gather the data for the first 4 lights.
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const LightInfo* light;
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for (U32 i = 0; i < MAX_FORWARD_LIGHTS; i++)
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{
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luxTargMultiplier[i] = 1.0;
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light = sgData.lights[i];
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if (!light)
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break;
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if (light->getType() == LightInfo::Vector)
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{
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if (hasVectorLight != 0)
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continue;
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vectorLightBrightness = light->getBrightness();
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vectorLightDirection = light->getDirection();
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vectorLightColor = Point4F(light->getColor());
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vectorLightAmbientColor = Point4F(light->getAmbient());
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hasVectorLight = 1;
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}
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else
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{
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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& lightPos = light->getPosition();
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lightPositions[i].x = lightPos.x;
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lightPositions[i].y = lightPos.y;
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lightPositions[i].z = lightPos.z;
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lightPositions[i].w = 0;
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lightColors[i] = Point4F(light->getColor());
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F32 range = light->getRange().x;
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lightConfigData[i].z = range;
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if (light->getType() == LightInfo::Point)
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{
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lightConfigData[i].x = 0;
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luxTargMultiplier[i] = range;
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}
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else if (light->getType() == LightInfo::Spot)
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{
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const VectorF& lightDir = light->getDirection();
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lightSpotDirs[i].x = lightDir.x;
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lightSpotDirs[i].y = lightDir.y;
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lightSpotDirs[i].z = lightDir.z;
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lightSpotDirs[i].w = 0;
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lightConfigData[i].x = 1;
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const F32 outerCone = light->getOuterConeAngle();
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const F32 innerCone = getMin(light->getInnerConeAngle(), outerCone - 0.0001f);
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const F32 outerCos = mCos(mDegToRad(outerCone / 2.0f));
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const F32 innerCos = mCos(mDegToRad(innerCone / 2.0f));
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Point2F spotParams(outerCos, mMax(innerCos - outerCos, 0.001f));
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lightSpotParams[i].x = spotParams.x;
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lightSpotParams[i].y = spotParams.y;
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F32 concentration = 360.0f / outerCone;
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luxTargMultiplier[i] = range * concentration;
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}
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lightConfigData[i].y = light->getBrightness() * luxTargMultiplier[i];
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lightConfigData[i].w = 1.0f / (range * range);
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}
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}
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shaderConsts->setSafe(lightPositionSC, lightPositions);
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shaderConsts->setSafe(lightDiffuseSC, lightColors);
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shaderConsts->setSafe(lightSpotDirSC, lightSpotDirs);
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shaderConsts->setSafe(lightConfigDataSC, lightConfigData);
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shaderConsts->setSafe(lightSpotParamsSC, lightSpotParams);
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shaderConsts->setSafe(hasVectorLightSC, (int)hasVectorLight);
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shaderConsts->setSafe(vectorLightDirectionSC, vectorLightDirection);
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shaderConsts->setSafe(vectorLightColorSC, vectorLightColor);
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shaderConsts->setSafe(vectorLightBrightnessSC, vectorLightBrightness);
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//================================================================
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//old setup
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/*static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
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static Point4F lightInvRadiusSq;
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static Point4F lightSpotAngle;
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static Point4F lightSpotFalloff;
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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( lightPositions.getBuffer(), 0, lightPositions.getBufferSize() );
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dMemset( lightSpotDirs.getBuffer(), 0, lightSpotDirs.getBufferSize() );
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dMemset( lightColors.getBuffer(), 0, lightColors.getBufferSize() );
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lightInvRadiusSq = Point4F::Zero;
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lightSpotAngle.set( -1.0f, -1.0f, -1.0f, -1.0f );
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lightSpotFalloff.set( F32_MAX, F32_MAX, F32_MAX, F32_MAX );
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// Gather the data for the first 4 lights.
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const LightInfo *light;
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for ( U32 i=0; i < MAX_FORWARD_LIGHTS; i++ )
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{
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light = sgData.lights[i];
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if ( !light )
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break;
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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 &lightPos = light->getPosition();
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lightPositions[0][i] = lightPos.x;
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lightPositions[1][i] = lightPos.y;
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lightPositions[2][i] = lightPos.z;
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const VectorF &lightDir = light->getDirection();
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lightSpotDirs[0][i] = lightDir.x;
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lightSpotDirs[1][i] = lightDir.y;
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lightSpotDirs[2][i] = lightDir.z;
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if ( light->getType() == LightInfo::Spot )
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{
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lightSpotAngle[i] = mCos( mDegToRad( light->getOuterConeAngle() / 2.0f ) );
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lightSpotFalloff[i] = 1.0f / getMax( F32_MIN, mCos( mDegToRad( light->getInnerConeAngle() / 2.0f ) ) - lightSpotAngle[i] );
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}
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// Prescale the light color by the brightness to
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// avoid doing this in the shader.
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lightColors[i] = Point4F(light->getColor()) * light->getBrightness();
|
|
|
|
// We need 1 over range^2 here.
|
|
range = light->getRange().x;
|
|
lightInvRadiusSq[i] = 1.0f / ( range * range );
|
|
}
|
|
|
|
shaderConsts->setSafe( lightPositionSC, lightPositions );
|
|
shaderConsts->setSafe( lightDiffuseSC, lightColors );
|
|
shaderConsts->setSafe( lightInvRadiusSqSC, lightInvRadiusSq );
|
|
|
|
shaderConsts->setSafe( lightSpotDirSC, lightSpotDirs );
|
|
shaderConsts->setSafe( lightSpotAngleSC, lightSpotAngle );
|
|
shaderConsts->setSafe( lightSpotFalloffSC, lightSpotFalloff );*/
|
|
}
|
|
|
|
// Setup the ambient lighting from the first
|
|
// light which is the directional light if
|
|
// one exists at all in the scene.
|
|
if ( lightAmbientSC->isValid() )
|
|
shaderConsts->set( lightAmbientSC, sgData.ambientLightColor );
|
|
}
|
|
|
|
AvailableSLInterfaces* LightManager::getSceneLightingInterface()
|
|
{
|
|
if ( !mAvailableSLInterfaces )
|
|
mAvailableSLInterfaces = new AvailableSLInterfaces();
|
|
|
|
return mAvailableSLInterfaces;
|
|
}
|
|
|
|
bool LightManager::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* LightManager::_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( setLightManager, bool, ( const char *name ),,
|
|
"Finds and activates the named light manager.\n"
|
|
"@return Returns true if the light manager is found and activated.\n"
|
|
"@ingroup Lighting\n" )
|
|
{
|
|
return gClientSceneGraph->setLightManager( name );
|
|
}
|
|
|
|
DefineEngineFunction( lightScene, bool, ( const char *completeCallbackFn, const char *mode ), ( nullAsType<const char*>(), nullAsType<const char*>() ),
|
|
"Will generate static lighting for the scene if supported by the active light manager.\n\n"
|
|
"If mode is \"forceAlways\", the lightmaps will be regenerated regardless of whether "
|
|
"lighting cache files can be written to. If mode is \"forceWritable\", then the lightmaps "
|
|
"will be regenerated only if the lighting cache files can be written.\n"
|
|
"@param completeCallbackFn The name of the function to execute when the lighting is complete.\n"
|
|
"@param mode One of \"forceAlways\", \"forceWritable\" or \"loadOnly\".\n"
|
|
"@return Returns true if the scene lighting process was started.\n"
|
|
"@ingroup Lighting\n" )
|
|
{
|
|
if ( !LIGHTMGR )
|
|
return false;
|
|
|
|
return LIGHTMGR->lightScene( completeCallbackFn, mode );
|
|
}
|
|
|
|
DefineEngineFunction( getLightManagerNames, String, (),,
|
|
"Returns a tab seperated list of light manager names.\n"
|
|
"@ingroup Lighting\n" )
|
|
{
|
|
String names;
|
|
LightManager::getLightManagerNames( &names );
|
|
return names;
|
|
}
|
|
|
|
DefineEngineFunction( getActiveLightManager, const char*, (),,
|
|
"Returns the active light manager name.\n"
|
|
"@ingroup Lighting\n" )
|
|
{
|
|
if ( !LIGHTMGR )
|
|
return NULL;
|
|
|
|
return LIGHTMGR->getName();
|
|
}
|
|
|
|
DefineEngineFunction( resetLightManager, 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" )
|
|
{
|
|
LightManager *lm = LIGHTMGR;
|
|
if ( !lm )
|
|
return;
|
|
|
|
SceneManager *sm = lm->getSceneManager();
|
|
lm->deactivate();
|
|
lm->activate( sm );
|
|
}
|