Torque3D/Engine/source/lighting/probeManager.cpp

811 lines
25 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/probeManager.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "console/sim.h"
#include "console/simSet.h"
#include "scene/sceneManager.h"
#include "materials/materialManager.h"
#include "materials/sceneData.h"
#include "lighting/lightInfo.h"
#include "lighting/lightingInterfaces.h"
#include "T3D/gameBase/gameConnection.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "console/engineAPI.h"
#include "renderInstance/renderDeferredMgr.h"
#include "shaderGen/shaderGenVars.h"
Signal<void(const char*,bool)> ProbeManager::smActivateSignal;
ProbeManager *ProbeManager::smProbeManager = NULL;
//
//
ProbeInfo::ProbeInfo()
: mTransform(true),
mAmbient(0.0f, 0.0f, 0.0f, 1.0f),
mPriority(1.0f),
mScore(0.0f),
mDebugRender(false),
mCubemap(NULL),
mIrradianceCubemap(NULL),
mBRDFTexture(NULL),
mRadius(1.0f),
mIntensity(1.0f),
mProbePosOffset(0,0,0)
{
for (U32 i = 0; i < 5; ++i)
{
mSHConstants[i] = 0;
}
}
ProbeInfo::~ProbeInfo()
{
SAFE_DELETE(mCubemap);
}
void ProbeInfo::set(const ProbeInfo *probeInfo)
{
mTransform = probeInfo->mTransform;
mAmbient = probeInfo->mAmbient;
mCubemap = probeInfo->mCubemap;
mIrradianceCubemap = probeInfo->mIrradianceCubemap;
mBRDFTexture = probeInfo->mBRDFTexture;
mRadius = probeInfo->mRadius;
mIntensity = probeInfo->mIntensity;
mProbeShapeType = probeInfo->mProbeShapeType;
numPrims = probeInfo->numPrims;
numVerts = probeInfo->numVerts;
numIndicesForPoly = probeInfo->numIndicesForPoly;
mBounds = probeInfo->mBounds;
for (U32 i = 0; i < 9; i++)
{
mSHTerms[i] = probeInfo->mSHTerms[i];
}
for (U32 i = 0; i < 5; i++)
{
mSHConstants[i] = probeInfo->mSHConstants[i];
}
}
void ProbeInfo::getWorldToLightProj(MatrixF *outMatrix) const
{
*outMatrix = getTransform();
outMatrix->inverse();
}
void ProbeInfoList::registerProbe(ProbeInfo *light)
{
if (!light)
return;
// just add the light, we'll try to scan for dupes later...
push_back(light);
}
void ProbeInfoList::unregisterProbe(ProbeInfo *light)
{
// remove all of them...
ProbeInfoList &list = *this;
for (U32 i = 0; i<list.size(); i++)
{
if (list[i] != light)
continue;
// this moves last to i, which allows
// the search to continue forward...
list.erase_fast(i);
// want to check this location again...
i--;
}
}
ProbeShaderConstants::ProbeShaderConstants()
: mInit(false),
mShader(NULL),
mProbeParamsSC(NULL),
mProbePositionSC(NULL),
mProbeRadiusSC(NULL),
mProbeBoxMinSC(NULL),
mProbeBoxMaxSC(NULL),
mProbeIsSphereSC(NULL),
mProbeLocalPosSC(NULL),
mProbeCubemapSC(NULL)
{
}
ProbeShaderConstants::~ProbeShaderConstants()
{
if (mShader.isValid())
{
mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
mShader = NULL;
}
}
void ProbeShaderConstants::init(GFXShader* shader)
{
if (mShader.getPointer() != shader)
{
if (mShader.isValid())
mShader->getReloadSignal().remove(this, &ProbeShaderConstants::_onShaderReload);
mShader = shader;
mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
}
mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
//Reflection Probes
mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
mInit = true;
}
void ProbeShaderConstants::_onShaderReload()
{
if (mShader.isValid())
init(mShader);
}
ProbeManager::ProbeManager()
: mDefaultProbe( NULL ),
mSceneManager( NULL ),
mCullPos( Point3F::Zero )
{
dMemset( &mSpecialProbes, 0, sizeof(mSpecialProbes) );
mLastShader = NULL;
mLastConstants = NULL;
}
ProbeManager::~ProbeManager()
{
}
ProbeInfo* ProbeManager::createProbeInfo(ProbeInfo* probe /* = NULL */)
{
ProbeInfo *outProbe = (probe != NULL) ? probe : new ProbeInfo;
/*ProbeManagerMap &ProbeManagers = _getProbeManagers();
ProbeManagerMap::Iterator iter = ProbeManagers.begin();
for ( ; iter != ProbeManagers.end(); iter++ )
{
ProbeManager *lm = iter->value;
lm->_addLightInfoEx( outLight );
}*/
return outProbe;
}
/*void ProbeManager::initLightFields()
{
ProbeManagerMap &ProbeManagers = _getProbeManagers();
ProbeManagerMap::Iterator iter = ProbeManagers.begin();
for ( ; iter != ProbeManagers.end(); iter++ )
{
ProbeManager *lm = iter->value;
lm->_initLightFields();
}
}*/
IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerActivate, void, ( const char *name ), ( name ),
"A callback called by the engine when a light manager is activated.\n"
"@param name The name of the light manager being activated.\n"
"@ingroup Lighting\n" );
void ProbeManager::activate( SceneManager *sceneManager )
{
AssertFatal( sceneManager, "ProbeManager::activate() - Got null scene manager!" );
//AssertFatal( mIsActive == false, "ProbeManager::activate() - Already activated!" );
AssertFatal(smProbeManager == NULL, "ProbeManager::activate() - A previous ProbeManager is still active!" );
mSceneManager = sceneManager;
smProbeManager = this;
}
IMPLEMENT_GLOBAL_CALLBACK( onProbeManagerDeactivate, void, ( const char *name ), ( name ),
"A callback called by the engine when a light manager is deactivated.\n"
"@param name The name of the light manager being deactivated.\n"
"@ingroup Lighting\n" );
void ProbeManager::deactivate()
{
//AssertFatal( mIsActive == true, "ProbeManager::deactivate() - Already deactivated!" );
AssertFatal( smProbeManager == this, "ProbeManager::activate() - This isn't the active light manager!" );
//if( Sim::getRootGroup() ) // To protect against shutdown.
// onProbeManagerDeactivate_callback( getName() );
//mIsActive = false;
mSceneManager = NULL;
smProbeManager = NULL;
// Just in case... make sure we're all clear.
unregisterAllProbes();
}
ProbeInfo* ProbeManager::getDefaultLight()
{
// The sun is always our default light when
// when its registered.
if ( mSpecialProbes[ ProbeManager::SkylightProbeType ] )
return mSpecialProbes[ ProbeManager::SkylightProbeType ];
// Else return a dummy special light.
//if ( !mDefaultLight )
// mDefaultLight = createLightInfo();
return NULL;
}
ProbeInfo* ProbeManager::getSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, bool useDefault )
{
//if ( mSpecialLights[type] )
// return mSpecialLights[type];
if ( useDefault )
return getDefaultLight();
return NULL;
}
void ProbeManager::setSpecialProbe( ProbeManager::SpecialProbeTypesEnum type, ProbeInfo *probe )
{
if (probe && type == SkylightProbeType )
{
// The sun must be specially positioned and ranged
// so that it can be processed like a point light
// in the stock light shader used by Basic Lighting.
probe->setPosition( mCullPos - (probe->getDirection() * 10000.0f ) );
probe->mRadius = 2000000.0f;
}
mSpecialProbes[type] = probe;
registerProbe(probe, NULL );
}
void ProbeManager::registerProbes( const Frustum *frustum, bool staticLighting )
{
PROFILE_SCOPE( ProbeManager_RegisterProbes );
// TODO: We need to work this out...
//
// 1. Why do we register and unregister lights on every
// render when they don't often change... shouldn't we
// just register once and keep them?
//
// 2. If we do culling of lights should this happen as part
// of registration or somewhere else?
//
// Grab the lights to process.
Vector<SceneObject*> activeLights;
const U32 lightMask = LightObjectType;
if ( staticLighting || !frustum )
{
// We're processing static lighting or want all the lights
// in the container registerd... so no culling.
getSceneManager()->getContainer()->findObjectList( lightMask, &activeLights );
}
else
{
// Cull the lights using the frustum.
getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights );
/* supress light culling filter until we can sort out why that's misbehaving with dynamic cube mapping
for (U32 i = 0; i < activeLights.size(); ++i)
{
if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
{
activeLights.erase(i);
--i;
}
}
*/
// Store the culling position for sun placement
// later... see setSpecialLight.
mCullPos = frustum->getPosition();
// HACK: Make sure the control object always gets
// processed as lights mounted to it don't change
// the shape bounds and can often get culled.
GameConnection *conn = GameConnection::getConnectionToServer();
if ( conn->getControlObject() )
{
GameBase *conObject = conn->getControlObject();
activeLights.push_back_unique( conObject );
}
}
// Let the lights register themselves.
/*for ( U32 i = 0; i < activeLights.size(); i++ )
{
ISceneLight *lightInterface = dynamic_cast<ISceneLight*>( activeLights[i] );
if ( lightInterface )
lightInterface->submitLights( this, staticLighting );
}*/
}
void ProbeManager::registerSkylight(ProbeInfo *probe, SimObject *obj)
{
mSkylight = probe;
if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
{
SceneRenderState* state = mSceneManager->getCurrentRenderState();
RenderPassManager *renderPass = state->getRenderPass();
// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
probeInst->set(probe);
probeInst->type = RenderPassManager::RIT_Probes;
// Submit our RenderInst to the RenderPassManager
state->getRenderPass()->addInst(probeInst);
}
}
void ProbeManager::registerProbe(ProbeInfo *probe, SimObject *obj )
{
// AssertFatal( !mRegisteredProbes.contains(probe),
//"ProbeManager::registerGlobalLight - This light is already registered!" );
if (!mRegisteredProbes.contains(probe))
mRegisteredProbes.push_back(probe);
if (String("Advanced Lighting").equal(LIGHTMGR->getName(), String::NoCase))
{
SceneRenderState* state = mSceneManager->getCurrentRenderState();
RenderPassManager *renderPass = state->getRenderPass();
// Allocate an MeshRenderInst so that we can submit it to the RenderPassManager
ProbeRenderInst *probeInst = renderPass->allocInst<ProbeRenderInst>();
probeInst->set(probe);
probeInst->type = RenderPassManager::RIT_Probes;
// Submit our RenderInst to the RenderPassManager
state->getRenderPass()->addInst(probeInst);
}
}
void ProbeManager::unregisterProbe(ProbeInfo *probe )
{
mRegisteredProbes.unregisterProbe(probe);
// If this is the sun... clear the special light too.
if (probe == mSpecialProbes[SkylightProbeType] )
dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
}
void ProbeManager::unregisterAllProbes()
{
//dMemset(mSpecialProbes, 0, sizeof(mSpecialProbes) );
mRegisteredProbes.clear();
mSkylight = nullptr;
}
void ProbeManager::getAllUnsortedProbes( Vector<ProbeInfo*> *list ) const
{
list->merge( mRegisteredProbes );
}
ProbeShaderConstants* ProbeManager::getProbeShaderConstants(GFXShaderConstBuffer* buffer)
{
if (!buffer)
return NULL;
PROFILE_SCOPE(ProbeManager_GetProbeShaderConstants);
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)
{
ProbeConstantMap::Iterator iter = mConstantLookup.find(shader);
if (iter != mConstantLookup.end())
{
mLastConstants = iter->value;
}
else
{
ProbeShaderConstants* psc = new ProbeShaderConstants();
mConstantLookup[shader] = psc;
mLastConstants = psc;
}
// Set our new shader
mLastShader = shader;
}
mLastConstants = new ProbeShaderConstants();
// Make sure that our current lighting constants are initialized
if (!mLastConstants->mInit)
mLastConstants->init(shader);
return mLastConstants;
}
void ProbeManager::_update4ProbeConsts( const SceneData &sgData,
MatrixSet &matSet,
GFXShaderConstHandle *probePositionSC,
GFXShaderConstHandle *probeRadiusSC,
GFXShaderConstHandle *probeBoxMinSC,
GFXShaderConstHandle *probeBoxMaxSC,
GFXShaderConstHandle *probeCubemapSC,
GFXShaderConstHandle *probeIsSphereSC,
GFXShaderConstHandle *probeLocalPosSC,
GFXShaderConstBuffer *shaderConsts )
{
PROFILE_SCOPE( ProbeManager_Update4ProbeConsts );
// Skip over gathering lights if we don't have to!
if (probePositionSC->isValid() ||
probeRadiusSC->isValid() ||
probeBoxMinSC->isValid() ||
probeBoxMaxSC->isValid() ||
probeCubemapSC->isValid() && (!mRegisteredProbes.empty() || mSkylight))
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
static AlignedArray<F32> probeRadius(4, sizeof(F32));
static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
F32 range;
// Need to clear the buffers so that we don't leak
// lights from previous passes or have NaNs.
dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
dMemset(probeLocalPositions.getBuffer(), 0, probeLocalPositions.getBufferSize());
dMemset(probeIsSphere.getBuffer(), 0, probeRadius.getBufferSize());
//dMemset(probeCubemap.getBuffer(), 0, probeCubemap.getBufferSize());
matSet.restoreSceneViewProjection();
const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
// Gather the data for the first 4 probes.
const ProbeInfo *probe;
for (U32 i = 0; i < 4; i++)
{
if (i >= mRegisteredProbes.size())
break;
if (i == 0 && mSkylight)
{
//quickly try and see if we have a skylight, and set that to always be probe 0
probe = mSkylight;
}
else
{
probe = mRegisteredProbes[i];
}
if (!probe)
continue;
// The light positions and spot directions are
// in SoA order to make optimal use of the GPU.
const Point3F &probePos = probe->getPosition();
probePositions[i].x = probePos.x;
probePositions[i].y = probePos.y;
probePositions[i].z = probePos.z;
probeRadius[i] = probe->mRadius;
const Point3F &minExt = probe->mBounds.minExtents;
probeBoxMins[i].x = minExt.x;
probeBoxMins[i].y = minExt.y;
probeBoxMins[i].z = minExt.z;
const Point3F &maxExt = probe->mBounds.maxExtents;
probeBoxMaxs[i].x = maxExt.x;
probeBoxMaxs[i].y = maxExt.y;
probeBoxMaxs[i].z = maxExt.z;
probeIsSphere[i] = probe->mProbeShapeType == ProbeInfo::Sphere ? 1.0 : 0.0;
Point3F localProbePos;
worldToCameraXfm.mulP(probe->getPosition(), &localProbePos);
probeLocalPositions[i].x = localProbePos.x;
probeLocalPositions[i].y = localProbePos.y;
probeLocalPositions[i].z = localProbePos.z;
if (probe->mCubemap && !probe->mCubemap->isNull())
{
S32 samplerReg = probeCubemapSC->getSamplerRegister();
if(samplerReg != -1)
GFX->setCubeTexture(samplerReg + i, probe->mCubemap->getPointer());
}
}
shaderConsts->setSafe(probePositionSC, probePositions);
shaderConsts->setSafe(probeRadiusSC, probeRadius);
shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
//
//shaderConsts->setSafe(lightSpotAngleSC, lightSpotAngle);
//shaderConsts->setSafe(lightSpotFalloffSC, lightSpotFalloff);
}
else
{
/*if (probe->mCubemap && !probe->mCubemap->isNull())
{
GFX->setCubeTexture(1, probe->mCubemap->getPointer());
}*/
if (probeCubemapSC->isValid())
{
for(U32 i=0; i < 4; ++i)
GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
}
}
}
void ProbeManager::setProbeInfo(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;
// if (mRegisteredProbes.empty())
// return;
PROFILE_SCOPE(ProbeManager_setProbeInfo);
ProbeShaderConstants *psc = getProbeShaderConstants(shaderConsts);
//ProbeInfo *probe;
//probe = mRegisteredProbes[0];
// 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.
MatrixSet matSet = state->getRenderPass()->getMatrixSet();
// Update the forward shading light constants.
_update4ProbeConsts( sgData,
matSet,
psc->mProbePositionSC,
psc->mProbeRadiusSC,
psc->mProbeBoxMinSC,
psc->mProbeBoxMaxSC,
psc->mProbeCubemapSC,
psc->mProbeIsSphereSC,
psc->mProbeLocalPosSC,
shaderConsts );
// Static
/*if (lsm && light->getCastShadows())
{
if (psc->mWorldToLightProjSC->isValid())
shaderConsts->set(psc->mWorldToLightProjSC,
lsm->getWorldToLightProj(),
psc->mWorldToLightProjSC->getType());
if (psc->mViewToLightProjSC->isValid())
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
shaderConsts->set(psc->mViewToLightProjSC,
lsm->getWorldToLightProj() * state->getCameraTransform(),
psc->mViewToLightProjSC->getType());
}
shaderConsts->setSafe(psc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize());
// Do this last so that overrides can properly override parameters previously set
lsm->setShaderParameters(shaderConsts, psc);
}
else
{
if (psc->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(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;
}
/*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 );*/
}