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

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.

Protected Functions

Detailed Description

Private Types

typedef LightManager Parent 

Public Types

typedef GFXVertexPC LightVertex 

Protected Static Attributes

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 
LightingShaderConstants * mLastConstants 
GFXShaderRef mLastShader 
SimObjectPtr< AdvancedLightBinManager > mLightBinManager 
SimObjectPtr< RenderPrePassMgr > mPrePassRenderBin 
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)

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