advancedLightManager.cpp 24 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "lighting/advanced/advancedLightManager.h"
  24. #include "lighting/advanced/advancedLightBinManager.h"
  25. #include "lighting/advanced/advancedLightingFeatures.h"
  26. #include "lighting/shadowMap/shadowMapManager.h"
  27. #include "lighting/shadowMap/lightShadowMap.h"
  28. #include "lighting/common/sceneLighting.h"
  29. #include "lighting/common/lightMapParams.h"
  30. #include "core/util/safeDelete.h"
  31. #include "renderInstance/renderPrePassMgr.h"
  32. #include "materials/materialManager.h"
  33. #include "math/util/sphereMesh.h"
  34. #include "console/consoleTypes.h"
  35. #include "console/engineAPI.h"
  36. #include "scene/sceneRenderState.h"
  37. #include "gfx/gfxCardProfile.h"
  38. #include "gfx/gfxTextureProfile.h"
  39. ImplementEnumType( ShadowType,
  40. "\n\n"
  41. "@ingroup AdvancedLighting" )
  42. { ShadowType_Spot, "Spot" },
  43. { ShadowType_PSSM, "PSSM" },
  44. { ShadowType_Paraboloid, "Paraboloid" },
  45. { ShadowType_DualParaboloidSinglePass, "DualParaboloidSinglePass" },
  46. { ShadowType_DualParaboloid, "DualParaboloid" },
  47. { ShadowType_CubeMap, "CubeMap" },
  48. EndImplementEnumType;
  49. AdvancedLightManager AdvancedLightManager::smSingleton;
  50. AdvancedLightManager::AdvancedLightManager()
  51. : LightManager( "Advanced Lighting", "ADVLM" )
  52. {
  53. mLightBinManager = NULL;
  54. mLastShader = NULL;
  55. mAvailableSLInterfaces = NULL;
  56. }
  57. AdvancedLightManager::~AdvancedLightManager()
  58. {
  59. mLastShader = NULL;
  60. mLastConstants = NULL;
  61. for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
  62. {
  63. if (i->value)
  64. SAFE_DELETE(i->value);
  65. }
  66. mConstantLookup.clear();
  67. }
  68. bool AdvancedLightManager::isCompatible() const
  69. {
  70. // TODO: We need at least 3.0 shaders at the moment
  71. // but this should be relaxed to 2.0 soon.
  72. if ( GFX->getPixelShaderVersion() < 3.0 )
  73. return false;
  74. // TODO: Test for the necessary texture formats!
  75. bool autoMips;
  76. if(!GFX->getCardProfiler()->checkFormat(GFXFormatR16F, &GFXDefaultRenderTargetProfile, autoMips))
  77. return false;
  78. return true;
  79. }
  80. void AdvancedLightManager::activate( SceneManager *sceneManager )
  81. {
  82. Parent::activate( sceneManager );
  83. GFXShader::addGlobalMacro( "TORQUE_ADVANCED_LIGHTING" );
  84. sceneManager->setPostEffectFog( true );
  85. SHADOWMGR->activate();
  86. // Find a target format that supports blending...
  87. // we prefer the floating point format if it works.
  88. Vector<GFXFormat> formats;
  89. formats.push_back( GFXFormatR16G16B16A16F );
  90. formats.push_back( GFXFormatR16G16B16A16 );
  91. GFXFormat blendTargetFormat = GFX->selectSupportedFormat( &GFXDefaultRenderTargetProfile,
  92. formats,
  93. true,
  94. true,
  95. false );
  96. mLightBinManager = new AdvancedLightBinManager( this, SHADOWMGR, blendTargetFormat );
  97. mLightBinManager->assignName( "AL_LightBinMgr" );
  98. // First look for the prepass bin...
  99. RenderPrePassMgr *prePassBin = _findPrePassRenderBin();
  100. // If we didn't find the prepass bin then add one.
  101. if ( !prePassBin )
  102. {
  103. prePassBin = new RenderPrePassMgr( true, blendTargetFormat );
  104. prePassBin->assignName( "AL_PrePassBin" );
  105. prePassBin->registerObject();
  106. getSceneManager()->getDefaultRenderPass()->addManager( prePassBin );
  107. mPrePassRenderBin = prePassBin;
  108. }
  109. // Tell the material manager that prepass is enabled.
  110. MATMGR->setPrePassEnabled( true );
  111. // Insert our light bin manager.
  112. mLightBinManager->setRenderOrder( prePassBin->getRenderOrder() + 0.01f );
  113. getSceneManager()->getDefaultRenderPass()->addManager( mLightBinManager );
  114. AdvancedLightingFeatures::registerFeatures(mPrePassRenderBin->getTargetFormat(), mLightBinManager->getTargetFormat());
  115. // Last thing... let everyone know we're active.
  116. smActivateSignal.trigger( getId(), true );
  117. }
  118. void AdvancedLightManager::deactivate()
  119. {
  120. Parent::deactivate();
  121. GFXShader::removeGlobalMacro( "TORQUE_ADVANCED_LIGHTING" );
  122. // Release our bin manager... it will take care of
  123. // removing itself from the render passes.
  124. if( mLightBinManager )
  125. {
  126. mLightBinManager->MRTLightmapsDuringPrePass(false);
  127. mLightBinManager->deleteObject();
  128. }
  129. mLightBinManager = NULL;
  130. if ( mPrePassRenderBin )
  131. mPrePassRenderBin->deleteObject();
  132. mPrePassRenderBin = NULL;
  133. SHADOWMGR->deactivate();
  134. mLastShader = NULL;
  135. mLastConstants = NULL;
  136. for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
  137. {
  138. if (i->value)
  139. SAFE_DELETE(i->value);
  140. }
  141. mConstantLookup.clear();
  142. mSphereGeometry = NULL;
  143. mSphereIndices = NULL;
  144. mConeGeometry = NULL;
  145. mConeIndices = NULL;
  146. AdvancedLightingFeatures::unregisterFeatures();
  147. // Now let everyone know we've deactivated.
  148. smActivateSignal.trigger( getId(), false );
  149. }
  150. void AdvancedLightManager::_addLightInfoEx( LightInfo *lightInfo )
  151. {
  152. lightInfo->addExtended( new ShadowMapParams( lightInfo ) );
  153. lightInfo->addExtended( new LightMapParams( lightInfo ) );
  154. }
  155. void AdvancedLightManager::_initLightFields()
  156. {
  157. #define DEFINE_LIGHT_FIELD( var, type, enum_ ) \
  158. static inline const char* _get##var##Field( void *obj, const char *data ) \
  159. { \
  160. ShadowMapParams *p = _getShadowMapParams( obj ); \
  161. if ( p ) \
  162. return Con::getData( type, &p->var, 0, enum_ ); \
  163. else \
  164. return ""; \
  165. } \
  166. \
  167. static inline bool _set##var##Field( void *object, const char *index, const char *data ) \
  168. { \
  169. ShadowMapParams *p = _getShadowMapParams( object ); \
  170. if ( p ) \
  171. { \
  172. Con::setData( type, &p->var, 0, 1, &data, enum_ ); \
  173. p->_validate(); \
  174. } \
  175. return false; \
  176. }
  177. #define DEFINE_LIGHTMAP_FIELD( var, type, enum_ ) \
  178. static inline const char* _get##var##Field( void *obj, const char *data ) \
  179. { \
  180. LightMapParams *p = _getLightMapParams( obj ); \
  181. if ( p ) \
  182. return Con::getData( type, &p->var, 0, enum_ ); \
  183. else \
  184. return ""; \
  185. } \
  186. \
  187. static inline bool _set##var##Field( void *object, const char *index, const char *data ) \
  188. { \
  189. LightMapParams *p = _getLightMapParams( object ); \
  190. if ( p ) \
  191. { \
  192. Con::setData( type, &p->var, 0, 1, &data, enum_ ); \
  193. } \
  194. return false; \
  195. }
  196. #define ADD_LIGHT_FIELD( field, type, var, desc ) \
  197. ConsoleObject::addProtectedField( field, type, 0, \
  198. &Dummy::_set##var##Field, &Dummy::_get##var##Field, desc )
  199. // Our dummy adaptor class which we hide in here
  200. // to keep from poluting the global namespace.
  201. class Dummy
  202. {
  203. protected:
  204. static inline ShadowMapParams* _getShadowMapParams( void *obj )
  205. {
  206. ISceneLight *sceneLight = dynamic_cast<ISceneLight*>( (SimObject*)obj );
  207. if ( sceneLight )
  208. {
  209. LightInfo *lightInfo = sceneLight->getLight();
  210. if ( lightInfo )
  211. return lightInfo->getExtended<ShadowMapParams>();
  212. }
  213. return NULL;
  214. }
  215. static inline LightMapParams* _getLightMapParams( void *obj )
  216. {
  217. ISceneLight *sceneLight = dynamic_cast<ISceneLight*>( (SimObject*)obj );
  218. if ( sceneLight )
  219. {
  220. LightInfo *lightInfo = sceneLight->getLight();
  221. if ( lightInfo )
  222. return lightInfo->getExtended<LightMapParams>();
  223. }
  224. return NULL;
  225. }
  226. public:
  227. DEFINE_LIGHT_FIELD( attenuationRatio, TypePoint3F, NULL );
  228. DEFINE_LIGHT_FIELD( shadowType, TYPEID< ShadowType >(), ConsoleBaseType::getType( TYPEID< ShadowType >() )->getEnumTable() );
  229. DEFINE_LIGHT_FIELD( texSize, TypeS32, NULL );
  230. DEFINE_LIGHT_FIELD( cookie, TypeStringFilename, NULL );
  231. DEFINE_LIGHT_FIELD( numSplits, TypeS32, NULL );
  232. DEFINE_LIGHT_FIELD( logWeight, TypeF32, NULL );
  233. DEFINE_LIGHT_FIELD( overDarkFactor, TypePoint4F, NULL);
  234. DEFINE_LIGHT_FIELD( shadowDistance, TypeF32, NULL );
  235. DEFINE_LIGHT_FIELD( shadowSoftness, TypeF32, NULL );
  236. DEFINE_LIGHT_FIELD( fadeStartDist, TypeF32, NULL );
  237. DEFINE_LIGHT_FIELD( lastSplitTerrainOnly, TypeBool, NULL );
  238. DEFINE_LIGHTMAP_FIELD( representedInLightmap, TypeBool, NULL );
  239. DEFINE_LIGHTMAP_FIELD( shadowDarkenColor, TypeColorF, NULL );
  240. DEFINE_LIGHTMAP_FIELD( includeLightmappedGeometryInShadow, TypeBool, NULL );
  241. };
  242. ConsoleObject::addGroup( "Advanced Lighting" );
  243. ADD_LIGHT_FIELD( "attenuationRatio", TypePoint3F, attenuationRatio,
  244. "The proportions of constant, linear, and quadratic attenuation to use for "
  245. "the falloff for point and spot lights." );
  246. ADD_LIGHT_FIELD( "shadowType", TYPEID< ShadowType >(), shadowType,
  247. "The type of shadow to use on this light." );
  248. ADD_LIGHT_FIELD( "cookie", TypeStringFilename, cookie,
  249. "A custom pattern texture which is projected from the light." );
  250. ADD_LIGHT_FIELD( "texSize", TypeS32, texSize,
  251. "The texture size of the shadow map." );
  252. ADD_LIGHT_FIELD( "overDarkFactor", TypePoint4F, overDarkFactor,
  253. "The ESM shadow darkening factor");
  254. ADD_LIGHT_FIELD( "shadowDistance", TypeF32, shadowDistance,
  255. "The distance from the camera to extend the PSSM shadow." );
  256. ADD_LIGHT_FIELD( "shadowSoftness", TypeF32, shadowSoftness,
  257. "" );
  258. ADD_LIGHT_FIELD( "numSplits", TypeS32, numSplits,
  259. "The logrithmic PSSM split distance factor." );
  260. ADD_LIGHT_FIELD( "logWeight", TypeF32, logWeight,
  261. "The logrithmic PSSM split distance factor." );
  262. ADD_LIGHT_FIELD( "fadeStartDistance", TypeF32, fadeStartDist,
  263. "Start fading shadows out at this distance. 0 = auto calculate this distance.");
  264. ADD_LIGHT_FIELD( "lastSplitTerrainOnly", TypeBool, lastSplitTerrainOnly,
  265. "This toggles only terrain being rendered to the last split of a PSSM shadow map.");
  266. ConsoleObject::endGroup( "Advanced Lighting" );
  267. ConsoleObject::addGroup( "Advanced Lighting Lightmap" );
  268. ADD_LIGHT_FIELD( "representedInLightmap", TypeBool, representedInLightmap,
  269. "This light is represented in lightmaps (static light, default: false)");
  270. ADD_LIGHT_FIELD( "shadowDarkenColor", TypeColorF, shadowDarkenColor,
  271. "The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)");
  272. ADD_LIGHT_FIELD( "includeLightmappedGeometryInShadow", TypeBool, includeLightmappedGeometryInShadow,
  273. "This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)");
  274. ConsoleObject::endGroup( "Advanced Lighting Lightmap" );
  275. #undef DEFINE_LIGHT_FIELD
  276. #undef ADD_LIGHT_FIELD
  277. }
  278. void AdvancedLightManager::setLightInfo( ProcessedMaterial *pmat,
  279. const Material *mat,
  280. const SceneData &sgData,
  281. const SceneRenderState *state,
  282. U32 pass,
  283. GFXShaderConstBuffer *shaderConsts)
  284. {
  285. // Skip this if we're rendering from the prepass bin.
  286. if ( sgData.binType == SceneData::PrePassBin )
  287. return;
  288. PROFILE_SCOPE(AdvancedLightManager_setLightInfo);
  289. LightingShaderConstants *lsc = getLightingShaderConstants(shaderConsts);
  290. LightShadowMap *lsm = SHADOWMGR->getCurrentShadowMap();
  291. LightInfo *light;
  292. if ( lsm )
  293. light = lsm->getLightInfo();
  294. else
  295. {
  296. light = sgData.lights[0];
  297. if ( !light )
  298. light = getDefaultLight();
  299. }
  300. // NOTE: If you encounter a crash from this point forward
  301. // while setting a shader constant its probably because the
  302. // mConstantLookup has bad shaders/constants in it.
  303. //
  304. // This is a known crash bug that can occur if materials/shaders
  305. // are reloaded and the light manager is not reset.
  306. //
  307. // We should look to fix this by clearing the table.
  308. // Update the forward shading light constants.
  309. _update4LightConsts( sgData,
  310. lsc->mLightPositionSC,
  311. lsc->mLightDiffuseSC,
  312. lsc->mLightAmbientSC,
  313. lsc->mLightInvRadiusSqSC,
  314. lsc->mLightSpotDirSC,
  315. lsc->mLightSpotAngleSC,
  316. lsc->mLightSpotFalloffSC,
  317. shaderConsts );
  318. if ( lsm && light->getCastShadows() )
  319. {
  320. if ( lsc->mWorldToLightProjSC->isValid() )
  321. shaderConsts->set( lsc->mWorldToLightProjSC,
  322. lsm->getWorldToLightProj(),
  323. lsc->mWorldToLightProjSC->getType() );
  324. if ( lsc->mViewToLightProjSC->isValid() )
  325. {
  326. // TODO: Should probably cache these results and
  327. // not do this mul here on every material that needs
  328. // this transform.
  329. shaderConsts->set( lsc->mViewToLightProjSC,
  330. lsm->getWorldToLightProj() * state->getCameraTransform(),
  331. lsc->mViewToLightProjSC->getType() );
  332. }
  333. shaderConsts->setSafe( lsc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize() );
  334. // Do this last so that overrides can properly override parameters previously set
  335. lsm->setShaderParameters(shaderConsts, lsc);
  336. }
  337. else
  338. {
  339. if ( lsc->mViewToLightProjSC->isValid() )
  340. {
  341. // TODO: Should probably cache these results and
  342. // not do this mul here on every material that needs
  343. // this transform.
  344. MatrixF proj;
  345. light->getWorldToLightProj( &proj );
  346. shaderConsts->set( lsc->mViewToLightProjSC,
  347. proj * state->getCameraTransform(),
  348. lsc->mViewToLightProjSC->getType() );
  349. }
  350. }
  351. }
  352. void AdvancedLightManager::registerGlobalLight(LightInfo *light, SimObject *obj)
  353. {
  354. Parent::registerGlobalLight( light, obj );
  355. // Pass the volume lights to the bin manager.
  356. if ( mLightBinManager &&
  357. ( light->getType() == LightInfo::Point ||
  358. light->getType() == LightInfo::Spot ) )
  359. mLightBinManager->addLight( light );
  360. }
  361. void AdvancedLightManager::unregisterAllLights()
  362. {
  363. Parent::unregisterAllLights();
  364. if ( mLightBinManager )
  365. mLightBinManager->clearAllLights();
  366. }
  367. bool AdvancedLightManager::setTextureStage( const SceneData &sgData,
  368. const U32 currTexFlag,
  369. const U32 textureSlot,
  370. GFXShaderConstBuffer *shaderConsts,
  371. ShaderConstHandles *handles )
  372. {
  373. LightShadowMap* lsm = SHADOWMGR->getCurrentShadowMap();
  374. // Assign Shadowmap, if it exists
  375. LightingShaderConstants* lsc = getLightingShaderConstants(shaderConsts);
  376. if ( !lsc )
  377. return false;
  378. if ( lsm && lsm->getLightInfo()->getCastShadows() )
  379. return lsm->setTextureStage( currTexFlag, lsc );
  380. if ( currTexFlag == Material::DynamicLight )
  381. {
  382. S32 reg = lsc->mShadowMapSC->getSamplerRegister();
  383. if ( reg != -1 )
  384. GFX->setTexture( reg, GFXTexHandle::ONE );
  385. return true;
  386. }
  387. else if ( currTexFlag == Material::DynamicLightMask )
  388. {
  389. S32 reg = lsc->mCookieMapSC->getSamplerRegister();
  390. if ( reg != -1 && sgData.lights[0] )
  391. {
  392. ShadowMapParams *p = sgData.lights[0]->getExtended<ShadowMapParams>();
  393. if ( lsc->mCookieMapSC->getType() == GFXSCT_SamplerCube )
  394. GFX->setCubeTexture( reg, p->getCookieCubeTex() );
  395. else
  396. GFX->setTexture( reg, p->getCookieTex() );
  397. }
  398. return true;
  399. }
  400. return false;
  401. }
  402. LightingShaderConstants* AdvancedLightManager::getLightingShaderConstants(GFXShaderConstBuffer* buffer)
  403. {
  404. if ( !buffer )
  405. return NULL;
  406. PROFILE_SCOPE( AdvancedLightManager_GetLightingShaderConstants );
  407. GFXShader* shader = buffer->getShader();
  408. // Check to see if this is the same shader, we'll get hit repeatedly by
  409. // the same one due to the render bin loops.
  410. if ( mLastShader.getPointer() != shader )
  411. {
  412. LightConstantMap::Iterator iter = mConstantLookup.find(shader);
  413. if ( iter != mConstantLookup.end() )
  414. {
  415. mLastConstants = iter->value;
  416. }
  417. else
  418. {
  419. LightingShaderConstants* lsc = new LightingShaderConstants();
  420. mConstantLookup[shader] = lsc;
  421. mLastConstants = lsc;
  422. }
  423. // Set our new shader
  424. mLastShader = shader;
  425. }
  426. // Make sure that our current lighting constants are initialized
  427. if (!mLastConstants->mInit)
  428. mLastConstants->init(shader);
  429. return mLastConstants;
  430. }
  431. GFXVertexBufferHandle<AdvancedLightManager::LightVertex> AdvancedLightManager::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives)
  432. {
  433. static SphereMesh sSphereMesh;
  434. if( mSphereGeometry.isNull() )
  435. {
  436. const SphereMesh::TriangleMesh * sphereMesh = sSphereMesh.getMesh(3);
  437. S32 numPoly = sphereMesh->numPoly;
  438. mSpherePrimitiveCount = 0;
  439. mSphereGeometry.set(GFX, numPoly*3, GFXBufferTypeStatic);
  440. mSphereGeometry.lock();
  441. S32 vertexIndex = 0;
  442. for (S32 i=0; i<numPoly; i++)
  443. {
  444. mSpherePrimitiveCount++;
  445. mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[0];
  446. mSphereGeometry[vertexIndex].color = ColorI::WHITE;
  447. vertexIndex++;
  448. mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[1];
  449. mSphereGeometry[vertexIndex].color = ColorI::WHITE;
  450. vertexIndex++;
  451. mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[2];
  452. mSphereGeometry[vertexIndex].color = ColorI::WHITE;
  453. vertexIndex++;
  454. }
  455. mSphereGeometry.unlock();
  456. }
  457. outNumPrimitives = mSpherePrimitiveCount;
  458. outPrimitives = NULL; // For now
  459. return mSphereGeometry;
  460. }
  461. GFXVertexBufferHandle<AdvancedLightManager::LightVertex> AdvancedLightManager::getConeMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives )
  462. {
  463. static const Point2F circlePoints[] =
  464. {
  465. Point2F(0.707107f, 0.707107f),
  466. Point2F(0.923880f, 0.382683f),
  467. Point2F(1.000000f, 0.000000f),
  468. Point2F(0.923880f, -0.382684f),
  469. Point2F(0.707107f, -0.707107f),
  470. Point2F(0.382683f, -0.923880f),
  471. Point2F(0.000000f, -1.000000f),
  472. Point2F(-0.382683f, -0.923880f),
  473. Point2F(-0.707107f, -0.707107f),
  474. Point2F(-0.923880f, -0.382684f),
  475. Point2F(-1.000000f, 0.000000f),
  476. Point2F(-0.923879f, 0.382684f),
  477. Point2F(-0.707107f, 0.707107f),
  478. Point2F(-0.382683f, 0.923880f),
  479. Point2F(0.000000f, 1.000000f),
  480. Point2F(0.382684f, 0.923879f)
  481. };
  482. const S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
  483. if ( mConeGeometry.isNull() )
  484. {
  485. mConeGeometry.set(GFX, numPoints + 1, GFXBufferTypeStatic);
  486. mConeGeometry.lock();
  487. mConeGeometry[0].point = Point3F(0.0f,0.0f,0.0f);
  488. for (S32 i=1; i<numPoints + 1; i++)
  489. {
  490. S32 imod = (i - 1) % numPoints;
  491. mConeGeometry[i].point = Point3F(circlePoints[imod].x,circlePoints[imod].y, -1.0f);
  492. mConeGeometry[i].color = ColorI::WHITE;
  493. }
  494. mConeGeometry.unlock();
  495. mConePrimitiveCount = numPoints * 2 - 1;
  496. // Now build the index buffer
  497. mConeIndices.set(GFX, mConePrimitiveCount * 3, mConePrimitiveCount, GFXBufferTypeStatic);
  498. U16 *idx = NULL;
  499. mConeIndices.lock( &idx );
  500. // Build the cone
  501. U32 idxIdx = 0;
  502. for( U32 i = 1; i < numPoints + 1; i++ )
  503. {
  504. idx[idxIdx++] = 0; // Triangles on cone start at top point
  505. idx[idxIdx++] = i;
  506. idx[idxIdx++] = ( i + 1 > numPoints ) ? 1 : i + 1;
  507. }
  508. // Build the bottom of the cone (reverse winding order)
  509. for( U32 i = 1; i < numPoints - 1; i++ )
  510. {
  511. idx[idxIdx++] = 1;
  512. idx[idxIdx++] = i + 2;
  513. idx[idxIdx++] = i + 1;
  514. }
  515. mConeIndices.unlock();
  516. }
  517. outNumPrimitives = mConePrimitiveCount;
  518. outPrimitives = mConeIndices.getPointer();
  519. return mConeGeometry;
  520. }
  521. LightShadowMap* AdvancedLightManager::findShadowMapForObject( SimObject *object )
  522. {
  523. if ( !object )
  524. return NULL;
  525. ISceneLight *sceneLight = dynamic_cast<ISceneLight*>( object );
  526. if ( !sceneLight || !sceneLight->getLight() )
  527. return NULL;
  528. return sceneLight->getLight()->getExtended<ShadowMapParams>()->getShadowMap();
  529. }
  530. DefineConsoleFunction( setShadowVizLight, const char*, (const char* name), (""), "")
  531. {
  532. static const String DebugTargetName( "AL_ShadowVizTexture" );
  533. NamedTexTarget *target = NamedTexTarget::find( DebugTargetName );
  534. if ( target )
  535. target->unregister();
  536. AdvancedLightManager *lm = dynamic_cast<AdvancedLightManager*>( LIGHTMGR );
  537. if ( !lm )
  538. return 0;
  539. SimObject *object;
  540. Sim::findObject( name, object );
  541. LightShadowMap *lightShadowMap = lm->findShadowMapForObject( object );
  542. if ( !lightShadowMap || !lightShadowMap->getTexture() )
  543. return 0;
  544. lightShadowMap->setDebugTarget( DebugTargetName );
  545. GFXTextureObject *texObject = lightShadowMap->getTexture();
  546. const Point3I &size = texObject->getSize();
  547. F32 aspect = (F32)size.x / (F32)size.y;
  548. static const U32 bufSize = 64;
  549. char *result = Con::getReturnBuffer( bufSize );
  550. dSprintf( result, bufSize, "%d %d %g", size.x, size.y, aspect );
  551. return result;
  552. }