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- //-----------------------------------------------------------------------------
- // 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_DualParaboloidSinglePass, "DualParaboloidSinglePass" },
- { ShadowType_DualParaboloid, "DualParaboloid" },
- { ShadowType_CubeMap, "CubeMap" },
- EndImplementEnumType;
- AdvancedLightManager AdvancedLightManager::smSingleton;
- AdvancedLightManager::AdvancedLightManager()
- : LightManager( "Advanced Lighting", "ADVLM" )
- {
- mLightBinManager = NULL;
- mLastShader = NULL;
- mLastConstants = NULL;
- mSpherePrimitiveCount = 0;
- mConePrimitiveCount = 0;
- 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();
- LightInfo *light;
- if (lsm)
- light = lsm->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() );
- }
- }
- }
- 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();
- // 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::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*1.1,circlePoints[imod].y*1.1, -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;
- }
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