advancedLightManager.cpp 25 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/renderDeferredMgr.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. #ifndef TORQUE_BASIC_LIGHTING
  40. F32 AdvancedLightManager::smProjectedShadowFilterDistance = 40.0f;
  41. #endif
  42. ImplementEnumType( ShadowType,
  43. "\n\n"
  44. "@ingroup AdvancedLighting" )
  45. { ShadowType_Spot, "Spot" },
  46. { ShadowType_PSSM, "PSSM" },
  47. { ShadowType_DualParaboloidSinglePass, "DualParaboloidSinglePass" },
  48. { ShadowType_DualParaboloid, "DualParaboloid" },
  49. { ShadowType_CubeMap, "CubeMap" },
  50. EndImplementEnumType;
  51. AdvancedLightManager AdvancedLightManager::smSingleton;
  52. AdvancedLightManager::AdvancedLightManager()
  53. : LightManager( "Advanced Lighting", "ADVLM" )
  54. {
  55. mLightBinManager = NULL;
  56. mLastShader = NULL;
  57. mLastConstants = NULL;
  58. mSpherePrimitiveCount = 0;
  59. mConePrimitiveCount = 0;
  60. mAvailableSLInterfaces = NULL;
  61. }
  62. AdvancedLightManager::~AdvancedLightManager()
  63. {
  64. mLastShader = NULL;
  65. mLastConstants = NULL;
  66. for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
  67. {
  68. if (i->value)
  69. SAFE_DELETE(i->value);
  70. }
  71. mConstantLookup.clear();
  72. }
  73. bool AdvancedLightManager::isCompatible() const
  74. {
  75. // TODO: We need at least 3.0 shaders at the moment
  76. // but this should be relaxed to 2.0 soon.
  77. if ( GFX->getPixelShaderVersion() < 3.0 )
  78. return false;
  79. // TODO: Test for the necessary texture formats!
  80. bool autoMips;
  81. if(!GFX->getCardProfiler()->checkFormat(GFXFormatR16F, &GFXRenderTargetProfile, autoMips))
  82. return false;
  83. return true;
  84. }
  85. void AdvancedLightManager::activate( SceneManager *sceneManager )
  86. {
  87. Parent::activate( sceneManager );
  88. GFXShader::addGlobalMacro( "TORQUE_ADVANCED_LIGHTING" );
  89. sceneManager->setPostEffectFog( true );
  90. SHADOWMGR->activate();
  91. // Find a target format that supports blending...
  92. // we prefer the floating point format if it works.
  93. Vector<GFXFormat> formats;
  94. formats.push_back( GFXFormatR16G16B16A16F );
  95. //formats.push_back( GFXFormatR16G16B16A16 );
  96. GFXFormat blendTargetFormat = GFX->selectSupportedFormat( &GFXRenderTargetProfile,
  97. formats,
  98. true,
  99. true,
  100. false );
  101. // First look for the deferred bin...
  102. RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
  103. // If we didn't find the deferred bin then add one.
  104. if (!deferredBin)
  105. {
  106. deferredBin = new RenderDeferredMgr(true, blendTargetFormat);
  107. deferredBin->assignName("AL_DeferredBin");
  108. deferredBin->registerObject();
  109. getSceneManager()->getDefaultRenderPass()->addManager(deferredBin);
  110. mDeferredRenderBin = deferredBin;
  111. }
  112. mLightBinManager = new AdvancedLightBinManager( this, SHADOWMGR, blendTargetFormat );
  113. mLightBinManager->assignName( "AL_LightBinMgr" );
  114. // Tell the material manager that deferred is enabled.
  115. MATMGR->setDeferredEnabled( true );
  116. // Insert our light bin manager.
  117. mLightBinManager->setRenderOrder( deferredBin->getRenderOrder() + 0.01f );
  118. getSceneManager()->getDefaultRenderPass()->addManager( mLightBinManager );
  119. AdvancedLightingFeatures::registerFeatures(mDeferredRenderBin->getTargetFormat(), blendTargetFormat);
  120. // Last thing... let everyone know we're active.
  121. smActivateSignal.trigger( getId(), true );
  122. }
  123. void AdvancedLightManager::deactivate()
  124. {
  125. Parent::deactivate();
  126. GFXShader::removeGlobalMacro( "TORQUE_ADVANCED_LIGHTING" );
  127. // Release our bin manager... it will take care of
  128. // removing itself from the render passes.
  129. if( mLightBinManager )
  130. {
  131. mLightBinManager->MRTLightmapsDuringDeferred(false);
  132. mLightBinManager->deleteObject();
  133. }
  134. mLightBinManager = NULL;
  135. if ( mDeferredRenderBin )
  136. mDeferredRenderBin->deleteObject();
  137. mDeferredRenderBin = NULL;
  138. SHADOWMGR->deactivate();
  139. mLastShader = NULL;
  140. mLastConstants = NULL;
  141. for (LightConstantMap::Iterator i = mConstantLookup.begin(); i != mConstantLookup.end(); i++)
  142. {
  143. if (i->value)
  144. SAFE_DELETE(i->value);
  145. }
  146. mConstantLookup.clear();
  147. mSphereGeometry = NULL;
  148. mSphereIndices = NULL;
  149. mConeGeometry = NULL;
  150. mConeIndices = NULL;
  151. AdvancedLightingFeatures::unregisterFeatures();
  152. // Now let everyone know we've deactivated.
  153. smActivateSignal.trigger( getId(), false );
  154. }
  155. void AdvancedLightManager::_addLightInfoEx( LightInfo *lightInfo )
  156. {
  157. lightInfo->addExtended( new ShadowMapParams( lightInfo ) );
  158. lightInfo->addExtended( new LightMapParams( lightInfo ) );
  159. }
  160. void AdvancedLightManager::_initLightFields()
  161. {
  162. #define DEFINE_LIGHT_FIELD( var, type, enum_ ) \
  163. static inline const char* _get##var##Field( void *obj, const char *data ) \
  164. { \
  165. ShadowMapParams *p = _getShadowMapParams( obj ); \
  166. if ( p ) \
  167. return Con::getData( type, &p->var, 0, enum_ ); \
  168. else \
  169. return ""; \
  170. } \
  171. \
  172. static inline bool _set##var##Field( void *object, const char *index, const char *data ) \
  173. { \
  174. ShadowMapParams *p = _getShadowMapParams( object ); \
  175. if ( p ) \
  176. { \
  177. Con::setData( type, &p->var, 0, 1, &data, enum_ ); \
  178. p->_validate(); \
  179. } \
  180. return false; \
  181. }
  182. #define DEFINE_LIGHTMAP_FIELD( var, type, enum_ ) \
  183. static inline const char* _get##var##Field( void *obj, const char *data ) \
  184. { \
  185. LightMapParams *p = _getLightMapParams( obj ); \
  186. if ( p ) \
  187. return Con::getData( type, &p->var, 0, enum_ ); \
  188. else \
  189. return ""; \
  190. } \
  191. \
  192. static inline bool _set##var##Field( void *object, const char *index, const char *data ) \
  193. { \
  194. LightMapParams *p = _getLightMapParams( object ); \
  195. if ( p ) \
  196. { \
  197. Con::setData( type, &p->var, 0, 1, &data, enum_ ); \
  198. } \
  199. return false; \
  200. }
  201. #define ADD_LIGHT_FIELD( field, type, var, desc ) \
  202. ConsoleObject::addProtectedField( field, type, 0, \
  203. &Dummy::_set##var##Field, &Dummy::_get##var##Field, desc )
  204. // Our dummy adaptor class which we hide in here
  205. // to keep from poluting the global namespace.
  206. class Dummy
  207. {
  208. protected:
  209. static inline ShadowMapParams* _getShadowMapParams( void *obj )
  210. {
  211. ISceneLight *sceneLight = dynamic_cast<ISceneLight*>( (SimObject*)obj );
  212. if ( sceneLight )
  213. {
  214. LightInfo *lightInfo = sceneLight->getLight();
  215. if ( lightInfo )
  216. return lightInfo->getExtended<ShadowMapParams>();
  217. }
  218. return NULL;
  219. }
  220. static inline LightMapParams* _getLightMapParams( void *obj )
  221. {
  222. ISceneLight *sceneLight = dynamic_cast<ISceneLight*>( (SimObject*)obj );
  223. if ( sceneLight )
  224. {
  225. LightInfo *lightInfo = sceneLight->getLight();
  226. if ( lightInfo )
  227. return lightInfo->getExtended<LightMapParams>();
  228. }
  229. return NULL;
  230. }
  231. public:
  232. DEFINE_LIGHT_FIELD( attenuationRatio, TypePoint3F, NULL );
  233. DEFINE_LIGHT_FIELD( shadowType, TYPEID< ShadowType >(), ConsoleBaseType::getType( TYPEID< ShadowType >() )->getEnumTable() );
  234. DEFINE_LIGHT_FIELD( texSize, TypeS32, NULL );
  235. DEFINE_LIGHT_FIELD( cookie, TypeStringFilename, NULL );
  236. DEFINE_LIGHT_FIELD( numSplits, TypeS32, NULL );
  237. DEFINE_LIGHT_FIELD( logWeight, TypeF32, NULL );
  238. DEFINE_LIGHT_FIELD( overDarkFactor, TypePoint4F, NULL);
  239. DEFINE_LIGHT_FIELD( shadowDistance, TypeF32, NULL );
  240. DEFINE_LIGHT_FIELD( shadowSoftness, TypeF32, NULL );
  241. DEFINE_LIGHT_FIELD( fadeStartDist, TypeF32, NULL );
  242. DEFINE_LIGHT_FIELD( lastSplitTerrainOnly, TypeBool, NULL );
  243. DEFINE_LIGHTMAP_FIELD( representedInLightmap, TypeBool, NULL );
  244. DEFINE_LIGHTMAP_FIELD( shadowDarkenColor, TypeColorF, NULL );
  245. DEFINE_LIGHTMAP_FIELD( includeLightmappedGeometryInShadow, TypeBool, NULL );
  246. };
  247. ConsoleObject::addGroup( "Advanced Lighting" );
  248. ADD_LIGHT_FIELD( "attenuationRatio", TypePoint3F, attenuationRatio,
  249. "The proportions of constant, linear, and quadratic attenuation to use for "
  250. "the falloff for point and spot lights." );
  251. ADD_LIGHT_FIELD( "shadowType", TYPEID< ShadowType >(), shadowType,
  252. "The type of shadow to use on this light." );
  253. ADD_LIGHT_FIELD( "cookie", TypeStringFilename, cookie,
  254. "A custom pattern texture which is projected from the light." );
  255. ADD_LIGHT_FIELD( "texSize", TypeS32, texSize,
  256. "The texture size of the shadow map." );
  257. ADD_LIGHT_FIELD( "overDarkFactor", TypePoint4F, overDarkFactor,
  258. "The ESM shadow darkening factor");
  259. ADD_LIGHT_FIELD( "shadowDistance", TypeF32, shadowDistance,
  260. "The distance from the camera to extend the PSSM shadow." );
  261. ADD_LIGHT_FIELD( "shadowSoftness", TypeF32, shadowSoftness,
  262. "" );
  263. ADD_LIGHT_FIELD( "numSplits", TypeS32, numSplits,
  264. "The logrithmic PSSM split distance factor." );
  265. ADD_LIGHT_FIELD( "logWeight", TypeF32, logWeight,
  266. "The logrithmic PSSM split distance factor." );
  267. ADD_LIGHT_FIELD( "fadeStartDistance", TypeF32, fadeStartDist,
  268. "Start fading shadows out at this distance. 0 = auto calculate this distance.");
  269. ADD_LIGHT_FIELD( "lastSplitTerrainOnly", TypeBool, lastSplitTerrainOnly,
  270. "This toggles only terrain being rendered to the last split of a PSSM shadow map.");
  271. ConsoleObject::endGroup( "Advanced Lighting" );
  272. ConsoleObject::addGroup( "Advanced Lighting Lightmap" );
  273. ADD_LIGHT_FIELD( "representedInLightmap", TypeBool, representedInLightmap,
  274. "This light is represented in lightmaps (static light, default: false)");
  275. ADD_LIGHT_FIELD( "shadowDarkenColor", TypeColorF, shadowDarkenColor,
  276. "The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)");
  277. ADD_LIGHT_FIELD( "includeLightmappedGeometryInShadow", TypeBool, includeLightmappedGeometryInShadow,
  278. "This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)");
  279. ConsoleObject::endGroup( "Advanced Lighting Lightmap" );
  280. #undef DEFINE_LIGHT_FIELD
  281. #undef ADD_LIGHT_FIELD
  282. }
  283. void AdvancedLightManager::setLightInfo( ProcessedMaterial *pmat,
  284. const Material *mat,
  285. const SceneData &sgData,
  286. const SceneRenderState *state,
  287. U32 pass,
  288. GFXShaderConstBuffer *shaderConsts)
  289. {
  290. // Skip this if we're rendering from the deferred bin.
  291. if ( sgData.binType == SceneData::DeferredBin )
  292. return;
  293. PROFILE_SCOPE(AdvancedLightManager_setLightInfo);
  294. LightingShaderConstants *lsc = getLightingShaderConstants(shaderConsts);
  295. LightShadowMap *lsm = SHADOWMGR->getCurrentShadowMap();
  296. LightInfo *light;
  297. if (lsm)
  298. light = lsm->getLightInfo();
  299. else
  300. {
  301. light = sgData.lights[0];
  302. if ( !light )
  303. light = getDefaultLight();
  304. }
  305. // NOTE: If you encounter a crash from this point forward
  306. // while setting a shader constant its probably because the
  307. // mConstantLookup has bad shaders/constants in it.
  308. //
  309. // This is a known crash bug that can occur if materials/shaders
  310. // are reloaded and the light manager is not reset.
  311. //
  312. // We should look to fix this by clearing the table.
  313. // Update the forward shading light constants.
  314. _update4LightConsts( sgData,
  315. lsc->mLightPositionSC,
  316. lsc->mLightDiffuseSC,
  317. lsc->mLightAmbientSC,
  318. lsc->mLightConfigDataSC,
  319. lsc->mLightSpotDirSC,
  320. lsc->mLightSpotParamsSC,
  321. lsc->mHasVectorLightSC,
  322. lsc->mVectorLightDirectionSC,
  323. lsc->mVectorLightColorSC,
  324. lsc->mVectorLightBrightnessSC,
  325. shaderConsts );
  326. // Static
  327. if (lsm && light->getCastShadows())
  328. {
  329. if ( lsc->mWorldToLightProjSC->isValid() )
  330. shaderConsts->set( lsc->mWorldToLightProjSC,
  331. lsm->getWorldToLightProj(),
  332. lsc->mWorldToLightProjSC->getType() );
  333. if ( lsc->mViewToLightProjSC->isValid() )
  334. {
  335. // TODO: Should probably cache these results and
  336. // not do this mul here on every material that needs
  337. // this transform.
  338. shaderConsts->set( lsc->mViewToLightProjSC,
  339. lsm->getWorldToLightProj() * state->getCameraTransform(),
  340. lsc->mViewToLightProjSC->getType() );
  341. }
  342. shaderConsts->setSafe( lsc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize() );
  343. // Do this last so that overrides can properly override parameters previously set
  344. lsm->setShaderParameters(shaderConsts, lsc);
  345. }
  346. else
  347. {
  348. if ( lsc->mViewToLightProjSC->isValid() )
  349. {
  350. // TODO: Should probably cache these results and
  351. // not do this mul here on every material that needs
  352. // this transform.
  353. MatrixF proj;
  354. light->getWorldToLightProj( &proj );
  355. shaderConsts->set( lsc->mViewToLightProjSC,
  356. proj * state->getCameraTransform(),
  357. lsc->mViewToLightProjSC->getType() );
  358. }
  359. }
  360. }
  361. void AdvancedLightManager::registerGlobalLight(LightInfo *light, SimObject *obj)
  362. {
  363. Parent::registerGlobalLight( light, obj );
  364. // Pass the volume lights to the bin manager.
  365. if ( mLightBinManager &&
  366. ( light->getType() == LightInfo::Point ||
  367. light->getType() == LightInfo::Spot ) )
  368. mLightBinManager->addLight( light );
  369. }
  370. void AdvancedLightManager::unregisterAllLights()
  371. {
  372. Parent::unregisterAllLights();
  373. if ( mLightBinManager )
  374. mLightBinManager->clearAllLights();
  375. }
  376. bool AdvancedLightManager::setTextureStage( const SceneData &sgData,
  377. const U32 currTexFlag,
  378. const U32 textureSlot,
  379. GFXShaderConstBuffer *shaderConsts,
  380. ShaderConstHandles *handles )
  381. {
  382. LightShadowMap* lsm = SHADOWMGR->getCurrentShadowMap();
  383. // Assign Shadowmap, if it exists
  384. LightingShaderConstants* lsc = getLightingShaderConstants(shaderConsts);
  385. if ( !lsc )
  386. return false;
  387. if ( currTexFlag == Material::DynamicLight )
  388. {
  389. // Static
  390. if ( lsm && lsm->getLightInfo()->getCastShadows() )
  391. return lsm->setTextureStage( currTexFlag, lsc );
  392. S32 reg = lsc->mShadowMapSC->getSamplerRegister();
  393. if ( reg != -1 )
  394. GFX->setTexture( reg, GFXTexHandle::ONE );
  395. return true;
  396. }
  397. else if ( currTexFlag == Material::DynamicLightMask )
  398. {
  399. S32 reg = lsc->mCookieMapSC->getSamplerRegister();
  400. if ( reg != -1 && sgData.lights[0] )
  401. {
  402. ShadowMapParams *p = sgData.lights[0]->getExtended<ShadowMapParams>();
  403. if ( lsc->mCookieMapSC->getType() == GFXSCT_SamplerCube )
  404. GFX->setCubeTexture( reg, p->getCookieCubeTex() );
  405. else
  406. GFX->setTexture( reg, p->getCookieTex() );
  407. }
  408. return true;
  409. }
  410. return false;
  411. }
  412. LightingShaderConstants* AdvancedLightManager::getLightingShaderConstants(GFXShaderConstBuffer* buffer)
  413. {
  414. if ( !buffer )
  415. return NULL;
  416. PROFILE_SCOPE( AdvancedLightManager_GetLightingShaderConstants );
  417. GFXShader* shader = buffer->getShader();
  418. // Check to see if this is the same shader, we'll get hit repeatedly by
  419. // the same one due to the render bin loops.
  420. if ( mLastShader.getPointer() != shader )
  421. {
  422. LightConstantMap::Iterator iter = mConstantLookup.find(shader);
  423. if ( iter != mConstantLookup.end() )
  424. {
  425. mLastConstants = iter->value;
  426. }
  427. else
  428. {
  429. LightingShaderConstants* lsc = new LightingShaderConstants();
  430. mConstantLookup[shader] = lsc;
  431. mLastConstants = lsc;
  432. }
  433. // Set our new shader
  434. mLastShader = shader;
  435. }
  436. // Make sure that our current lighting constants are initialized
  437. if (!mLastConstants->mInit)
  438. mLastConstants->init(shader);
  439. return mLastConstants;
  440. }
  441. GFXVertexBufferHandle<AdvancedLightManager::LightVertex> AdvancedLightManager::getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives)
  442. {
  443. static SphereMesh sSphereMesh;
  444. if( mSphereGeometry.isNull() )
  445. {
  446. const SphereMesh::TriangleMesh * sphereMesh = sSphereMesh.getMesh(3);
  447. S32 numPoly = sphereMesh->numPoly;
  448. mSpherePrimitiveCount = 0;
  449. mSphereGeometry.set(GFX, numPoly*3, GFXBufferTypeStatic);
  450. mSphereGeometry.lock();
  451. S32 vertexIndex = 0;
  452. for (S32 i=0; i<numPoly; i++)
  453. {
  454. mSpherePrimitiveCount++;
  455. mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[0];
  456. mSphereGeometry[vertexIndex].color = ColorI::WHITE;
  457. vertexIndex++;
  458. mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[1];
  459. mSphereGeometry[vertexIndex].color = ColorI::WHITE;
  460. vertexIndex++;
  461. mSphereGeometry[vertexIndex].point = sphereMesh->poly[i].pnt[2];
  462. mSphereGeometry[vertexIndex].color = ColorI::WHITE;
  463. vertexIndex++;
  464. }
  465. mSphereGeometry.unlock();
  466. }
  467. outNumPrimitives = mSpherePrimitiveCount;
  468. outPrimitives = NULL; // For now
  469. return mSphereGeometry;
  470. }
  471. GFXVertexBufferHandle<AdvancedLightManager::LightVertex> AdvancedLightManager::getConeMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives )
  472. {
  473. static const Point2F circlePoints[] =
  474. {
  475. Point2F(0.707107f, 0.707107f),
  476. Point2F(0.923880f, 0.382683f),
  477. Point2F(1.000000f, 0.000000f),
  478. Point2F(0.923880f, -0.382684f),
  479. Point2F(0.707107f, -0.707107f),
  480. Point2F(0.382683f, -0.923880f),
  481. Point2F(0.000000f, -1.000000f),
  482. Point2F(-0.382683f, -0.923880f),
  483. Point2F(-0.707107f, -0.707107f),
  484. Point2F(-0.923880f, -0.382684f),
  485. Point2F(-1.000000f, 0.000000f),
  486. Point2F(-0.923879f, 0.382684f),
  487. Point2F(-0.707107f, 0.707107f),
  488. Point2F(-0.382683f, 0.923880f),
  489. Point2F(0.000000f, 1.000000f),
  490. Point2F(0.382684f, 0.923879f)
  491. };
  492. const S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
  493. if ( mConeGeometry.isNull() )
  494. {
  495. mConeGeometry.set(GFX, numPoints + 1, GFXBufferTypeStatic);
  496. mConeGeometry.lock();
  497. mConeGeometry[0].point = Point3F(0.0f,0.0f,0.0f);
  498. for (S32 i=1; i<numPoints + 1; i++)
  499. {
  500. S32 imod = (i - 1) % numPoints;
  501. mConeGeometry[i].point = Point3F(circlePoints[imod].x*1.1,circlePoints[imod].y*1.1, -1.0f);
  502. mConeGeometry[i].color = ColorI::WHITE;
  503. }
  504. mConeGeometry.unlock();
  505. mConePrimitiveCount = numPoints * 2 - 1;
  506. // Now build the index buffer
  507. mConeIndices.set(GFX, mConePrimitiveCount * 3, mConePrimitiveCount, GFXBufferTypeStatic);
  508. U16 *idx = NULL;
  509. mConeIndices.lock( &idx );
  510. // Build the cone
  511. U32 idxIdx = 0;
  512. for( U32 i = 1; i < numPoints + 1; i++ )
  513. {
  514. idx[idxIdx++] = 0; // Triangles on cone start at top point
  515. idx[idxIdx++] = i;
  516. idx[idxIdx++] = ( i + 1 > numPoints ) ? 1 : i + 1;
  517. }
  518. // Build the bottom of the cone (reverse winding order)
  519. for( U32 i = 1; i < numPoints - 1; i++ )
  520. {
  521. idx[idxIdx++] = 1;
  522. idx[idxIdx++] = i + 2;
  523. idx[idxIdx++] = i + 1;
  524. }
  525. mConeIndices.unlock();
  526. }
  527. outNumPrimitives = mConePrimitiveCount;
  528. outPrimitives = mConeIndices.getPointer();
  529. return mConeGeometry;
  530. }
  531. LightShadowMap* AdvancedLightManager::findShadowMapForObject( SimObject *object )
  532. {
  533. if ( !object )
  534. return NULL;
  535. ISceneLight *sceneLight = dynamic_cast<ISceneLight*>( object );
  536. if ( !sceneLight || !sceneLight->getLight() )
  537. return NULL;
  538. return sceneLight->getLight()->getExtended<ShadowMapParams>()->getShadowMap();
  539. }
  540. DefineEngineFunction( setShadowVizLight, const char*, (const char* name), (""), "")
  541. {
  542. static const String DebugTargetName( "AL_ShadowVizTexture" );
  543. NamedTexTarget *target = NamedTexTarget::find( DebugTargetName );
  544. if ( target )
  545. target->unregister();
  546. AdvancedLightManager *lm = dynamic_cast<AdvancedLightManager*>( LIGHTMGR );
  547. if ( !lm )
  548. return 0;
  549. SimObject *object;
  550. Sim::findObject( name, object );
  551. LightShadowMap *lightShadowMap = lm->findShadowMapForObject( object );
  552. if ( !lightShadowMap || !lightShadowMap->getTexture() )
  553. return 0;
  554. lightShadowMap->setDebugTarget( DebugTargetName );
  555. GFXTextureObject *texObject = lightShadowMap->getTexture();
  556. const Point3I &size = texObject->getSize();
  557. F32 aspect = (F32)size.x / (F32)size.y;
  558. static const U32 bufSize = 64;
  559. char *result = Con::getReturnBuffer( bufSize );
  560. dSprintf( result, bufSize, "%d %d %g", size.x, size.y, aspect );
  561. return result;
  562. }