LightInfo* LightManager::getSpecialLight( LightManager::SpecialLightTypesEnum type, bool useDefault )
{
   if ( mSpecialLights[type] )
      return mSpecialLights[type];

   if ( useDefault )
      return getDefaultLight();

   return NULL;
}
void AdvancedLightManager::setLightInfo(  ProcessedMaterial *pmat, 
                                          const Material *mat, 
                                          const SceneData &sgData,
                                          const SceneRenderState *state,
                                          U32 pass, 
                                          GFXShaderConstBuffer *shaderConsts)
{
   // Skip this if we're rendering from the prepass bin.
   if ( sgData.binType == SceneData::PrePassBin )
      return;

   PROFILE_SCOPE(AdvancedLightManager_setLightInfo);

   LightingShaderConstants *lsc = getLightingShaderConstants(shaderConsts);

   LightShadowMap *lsm = SHADOWMGR->getCurrentShadowMap();

   LightInfo *light;
   if ( lsm )
      light = lsm->getLightInfo();
   else
   {
      light = sgData.lights[0];
      if ( !light )
         light = getDefaultLight();
   }

   // NOTE: If you encounter a crash from this point forward
   // while setting a shader constant its probably because the
   // mConstantLookup has bad shaders/constants in it.
   //
   // This is a known crash bug that can occur if materials/shaders
   // are reloaded and the light manager is not reset.
   //
   // We should look to fix this by clearing the table.

   // Update the forward shading light constants.
   _update4LightConsts( sgData,
                        lsc->mLightPositionSC,
                        lsc->mLightDiffuseSC,
                        lsc->mLightAmbientSC,
                        lsc->mLightInvRadiusSqSC,
                        lsc->mLightSpotDirSC,
                        lsc->mLightSpotAngleSC,
						lsc->mLightSpotFalloffSC,
                        shaderConsts );

   if ( lsm && light->getCastShadows() )
   {
      if (  lsc->mWorldToLightProjSC->isValid() )
         shaderConsts->set(   lsc->mWorldToLightProjSC, 
                              lsm->getWorldToLightProj(), 
                              lsc->mWorldToLightProjSC->getType() );

      if (  lsc->mViewToLightProjSC->isValid() )
      {
         // TODO: Should probably cache these results and 
         // not do this mul here on every material that needs
         // this transform.

         shaderConsts->set(   lsc->mViewToLightProjSC, 
                              lsm->getWorldToLightProj() * state->getCameraTransform(), 
                              lsc->mViewToLightProjSC->getType() );
      }

      shaderConsts->setSafe( lsc->mShadowMapSizeSC, 1.0f / (F32)lsm->getTexSize() );

      // Do this last so that overrides can properly override parameters previously set
      lsm->setShaderParameters(shaderConsts, lsc);
   }
   else
   {
      if ( lsc->mViewToLightProjSC->isValid() )
      {
         // TODO: Should probably cache these results and 
         // not do this mul here on every material that needs
         // this transform.
         MatrixF proj;
         light->getWorldToLightProj( &proj );

         shaderConsts->set(   lsc->mViewToLightProjSC, 
                              proj * state->getCameraTransform(), 
                              lsc->mViewToLightProjSC->getType() );
      }
   }
}