SceneLighting
Engine/source/lighting/common/sceneLighting.h
Classes:
class
Create a proxy for each object to store data.
Public Types
enum
_Anonymous_ { SHADOW_DETAIL = -1 }
enum
Flags { ForceAlways = BIT(0) ForceWritable = BIT(1) LoadOnly = BIT(2) }
Vector< ObjectProxy * >
ObjectProxyList
Private Types
Parent
Protected Attributes
Public Attributes
Protected Functions
Public Functions
SceneLighting(AvailableSLInterfaces * lightingInterfaces)
addStatic(ShadowVolumeBSP * shadowVolume, SceneObject * sceneobject, LightInfo * light, S32 level)
adds TSStatic objects as shadow casters.
bool
bool
bool
lightScene(const char * , BitSet32 flags)
bool
loadPersistInfo(const char * )
processEvent(U32 light, S32 object)
bool
savePersistInfo(const char * )
sgNewEvent(U32 light, S32 object, U32 event)
sgSGObjectCompleteEvent(S32 object)
sgSGObjectProcessEvent(U32 light, S32 object)
sgSGObjectStartEvent(S32 object)
sgSGSetProgress(U32 light, S32 object)
sgTGELightCompleteEvent(U32 light)
sgTGELightProcessEvent(U32 light, S32 object)
sgTGELightStartEvent(U32 light)
sgTGESetProgress(U32 light, S32 object)
Detailed Description
Public Types
@108
Enumerator
- SHADOW_DETAIL = -1
Flags
Enumerator
- ForceAlways = BIT(0)
Regenerate the scene lighting no matter what.
- ForceWritable = BIT(1)
Regenerate the scene lighting only if we can write to the lighting cache files.
- LoadOnly = BIT(2)
Just load cached lighting data.
typedef Vector< ObjectProxy * > ObjectProxyList
Private Types
typedef SimObject Parent
Protected Attributes
AvailableSLInterfaces * mLightingInterfaces
Public Attributes
char mFileName [1024]
LightInfoList mLights
ObjectProxyList mLitObjects
SceneManager * mSceneManager
ObjectProxyList mSceneObjects
S32 mStartTime
S32 sgTimeTemp
S32 sgTimeTemp2
Protected Functions
getMLName(const char * misName, const U32 missionCRC, const U32 buffSize, char * filenameBuffer)
Public Functions
SceneLighting(AvailableSLInterfaces * lightingInterfaces)
~SceneLighting()
addStatic(ShadowVolumeBSP * shadowVolume, SceneObject * sceneobject, LightInfo * light, S32 level)
adds TSStatic objects as shadow casters.
calcMissionCRC()
completed(bool success)
getMissionInfo(PersistInfo::PersistChunk * )
isLighting()
light(BitSet32 )
lightScene(const char * , BitSet32 flags)
loadPersistInfo(const char * )
processCache()
processEvent(U32 light, S32 object)
savePersistInfo(const char * )
sgLightingCompleteEvent()
sgLightingStartEvent()
sgNewEvent(U32 light, S32 object, U32 event)
sgSGObjectCompleteEvent(S32 object)
sgSGObjectProcessEvent(U32 light, S32 object)
sgSGObjectStartEvent(S32 object)
sgSGPassSetupEvent()
sgSGSetProgress(U32 light, S32 object)
sgTGELightCompleteEvent(U32 light)
sgTGELightProcessEvent(U32 light, S32 object)
sgTGELightStartEvent(U32 light)
sgTGEPassSetupEvent()
sgTGESetProgress(U32 light, S32 object)
verifyMissionInfo(PersistInfo::PersistChunk * )