Torque3D Documentation / _generateds / AdvancedLightBinManager

AdvancedLightBinManager

Engine/source/lighting/advanced/advancedLightBinManager.h

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Classes:

Private Types

Public Types

Protected Types

GFXVertexPNTT
FarFrustumQuadVert 
Vector< LightBinEntry >::iterator
LightBinIterator 
LightMatKey 

Public Static Attributes

bool

Used to toggle the PSSM debug rendering mode.

The shadow filter mode to use on shadowed light materials.

bool

Set by the SSAO post effect to tell the vector light to compile in the SSAO mask.

Protected Static Attributes

smLightMatNames [LightInfo::Count]
smLightMatVertex [LightInfo::Count]
smShadowTypeMacro [ShadowType_Count]

Public Static Functions

Protected Functions

Frees all the currently allocated light materials.

_getLightMaterial(LightInfo::Type lightType, ShadowType shadowType, bool useCookieTex)

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)

Protected Static Functions

_lightScoreCmp(const LightBinEntry * a, const LightBinEntry * b)