AdvancedLightBinManager
Engine/source/lighting/advanced/advancedLightBinManager.h
Classes:
Private Types
Parent
Public Types
RenderSignal
Protected Types
GFXVertexPNTT
FarFrustumQuadVert
Vector< LightBinEntry >::iterator
LightBinIterator
CompoundKey3< LightInfo::Type, ShadowType, bool >
LightMatKey
LightMatTable
Public Static Attributes
bool
bool
bool
Used to toggle the PSSM debug rendering mode.
The shadow filter mode to use on shadowed light materials.
bool
bool
bool
Set by the SSAO post effect to tell the vector light to compile in the SSAO mask.
Public Attributes
Protected Attributes
The fixed table of light material info.
Protected Static Attributes
smLightMatNames [LightInfo::Count]
smLightMatVertex [LightInfo::Count]
smShadowTypeMacro [ShadowType_Count]
Public Functions
AdvancedLightBinManager(AdvancedLightManager * lm, ShadowMapManager * sm, GFXFormat lightBufferFormat)
_scoreLights(const MatrixF & cameraTrans)
Scores the registered lights for sorting/ordering purposes.
bool
bool
MRTLightmapsDuringDeferred(bool val)
bool
setTargetSize(const Point2I & newTargetSize)
Public Static Functions
Protected Functions
Frees all the currently allocated light materials.
_getLightMaterial(LightInfo::Type lightType, ShadowType shadowType, bool useCookieTex)
setupSGData(SceneData & data, const SceneRenderState * state, LightInfo * light)
Protected Static Functions
Detailed Description
Private Types
typedef RenderBinManager Parent
Public Types
typedef Signal< void(SceneRenderState *, AdvancedLightBinManager *)> RenderSignal
Protected Types
typedef GFXVertexPNTT FarFrustumQuadVert
typedef Vector< LightBinEntry >::iterator LightBinIterator
typedef CompoundKey3< LightInfo::Type, ShadowType, bool > LightMatKey
typedef HashTable< LightMatKey, LightMaterialInfo * > LightMatTable
Public Static Attributes
const RenderInstType RIT_LightInfo
bool smAllowLocalLightShadows
const String smBufferName
bool smDetailLightingViz
bool smDiffuseLightViz
F32 smLightFadeEnd
F32 smLightFadeStart
S32 smMaximumNumOfLights
bool smPSSMDebugRender
Used to toggle the PSSM debug rendering mode.
ShadowFilterMode smShadowFilterMode
The shadow filter mode to use on shadowed light materials.
bool smSpecularLightViz
bool smUseLightFade
bool smUseSSAOMask
Set by the SSAO post effect to tell the vector light to compile in the SSAO mask.
Public Attributes
NamedTexTargetRef mDiffuseLightingTarget
GFXTexHandle mDiffuseLightingTex
GFXTextureTargetRef mLightingTargetRef
Protected Attributes
GFXVertexBufferHandle< FarFrustumQuadVert > mFarFrustumQuadVerts
Vector< LightBinEntry > mLightBin
AdvancedLightManager * mLightManager
MatrixF mLightMat
Used in setupSGData to set the object transform.
LightMatTable mLightMaterials
The fixed table of light material info.
bool mMRTLightmapsDuringDeferred
U32 mNumLightsCulled
ShadowMapManager * mShadowManager
Protected Static Attributes
const String smLightMatNames [LightInfo::Count]
const GFXVertexFormat * smLightMatVertex [LightInfo::Count]
const String smShadowTypeMacro [ShadowType_Count]
Public Functions
AdvancedLightBinManager(AdvancedLightManager * lm, ShadowMapManager * sm, GFXFormat lightBufferFormat)
~AdvancedLightBinManager()
_scoreLights(const MatrixF & cameraTrans)
Scores the registered lights for sorting/ordering purposes.
_updateTargets()
addLight(LightInfo * light)
clear()
Reimplemented from: RenderBinManager
clearAllLights()
DECLARE_CONOBJECT(AdvancedLightBinManager )
getManager()
MRTLightmapsDuringDeferred()
MRTLightmapsDuringDeferred(bool val)
render(SceneRenderState * )
Reimplemented from: RenderBinManager
setTargetSize(const Point2I & newTargetSize)
sort()
Reimplemented from: RenderBinManager
Public Static Functions
consoleInit()
getRenderSignal()
Protected Functions
_deleteLightMaterials()
Frees all the currently allocated light materials.
_getLightMaterial(LightInfo::Type lightType, ShadowType shadowType, bool useCookieTex)
_onShadowFilterChanged()
_setupPerFrameParameters(const SceneRenderState * state)
setupSGData(SceneData & data, const SceneRenderState * state, LightInfo * light)