Torque3D Documentation / _generateds / AdvancedLightManager

AdvancedLightManager

Engine/source/lighting/advanced/advancedLightManager.h

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Private Types

Parent 

Public Types

GFXVertexPC
LightVertex 

Protected Static Attributes

This is used to determine the distance
at which the shadow filtering PostEffect
will be enabled for ProjectedShadow.

A simple protected singleton.

Public Functions

activate(SceneManager * sceneManager)
getConeMesh(U32 & outNumPrimitives, GFXPrimitiveBuffer *& outPrimitives)

Return the lightBinManager for this light manager.

getSphereMesh(U32 & outNumPrimitives, GFXPrimitiveBuffer *& outPrimitives)
bool

Sets shader constants / textures for light infos.

bool
setTextureStage(const SceneData & sgData, const U32 currTexFlag, const U32 textureSlot, GFXShaderConstBuffer * shaderConsts, ShaderConstHandles * handles)

Allows us to set textures during the Material::setTextureStage call, return true if we've done work.

Public Static Functions

Protected Functions

Detailed Description

Private Types

typedef LightManager Parent 

Public Types

typedef GFXVertexPC LightVertex 

Protected Static Attributes

F32 smProjectedShadowFilterDistance 

This is used to determine the distance
at which the shadow filtering PostEffect
will be enabled for ProjectedShadow.


AdvancedLightManager smSingleton 

A simple protected singleton.

Use LightManager::findByName() to access this light manager.

Protected Attributes

GFXVertexBufferHandle< LightVertex > mConeGeometry 
GFXPrimitiveBufferHandle mConeIndices 
U32 mConePrimitiveCount 
LightConstantMap mConstantLookup 
SimObjectPtr< RenderDeferredMgr > mDeferredRenderBin 
LightingShaderConstants * mLastConstants 
GFXShaderRef mLastShader 
SimObjectPtr< AdvancedLightBinManager > mLightBinManager 
GFXVertexBufferHandle< LightVertex > mSphereGeometry 
GFXPrimitiveBufferHandle mSphereIndices 
U32 mSpherePrimitiveCount 

Public Functions

activate(SceneManager * sceneManager)

Reimplemented from: LightManager

deactivate()

Reimplemented from: LightManager

findShadowMapForObject(SimObject * object)

getConeMesh(U32 & outNumPrimitives, GFXPrimitiveBuffer *& outPrimitives)

getDeferredRenderBin()

getLightBinManager()

Return the lightBinManager for this light manager.

getSphereMesh(U32 & outNumPrimitives, GFXPrimitiveBuffer *& outPrimitives)

isCompatible()

Reimplemented from: LightManager

registerGlobalLight(LightInfo * light, SimObject * obj)

Reimplemented from: LightManager

setLightInfo(ProcessedMaterial * pmat, const Material * mat, const SceneData & sgData, const SceneRenderState * state, U32 pass, GFXShaderConstBuffer * shaderConsts)

Reimplemented from: LightManager

setTextureStage(const SceneData & sgData, const U32 currTexFlag, const U32 textureSlot, GFXShaderConstBuffer * shaderConsts, ShaderConstHandles * handles)

Reimplemented from: LightManager

unregisterAllLights()

Reimplemented from: LightManager

Public Static Functions

getShadowFilterDistance()