public void OnPopulateCameraList(PopulateCameraList msg)
 {
     // For now, assume we're always active
     msg.ShadowCasters.Add(this);
 }
        public void OnInitialise(InitialiseMessage msg)
        {
            // Initialise scene manager
            Console.WriteLine("Initialising scene manager...");

            // Initialise messages
            queuemsg = new PopulateRenderQueue();
            queuemsg.SceneManager = this;
            cameramsg = new PopulateCameraList();
            cameramsg.Cameras = new OrderedList<Camera>(new CameraComparer());
            cameramsg.ShadowCasters = new HashSet<ShadowCaster>();
            lightmsg = new PopulateLightList();
            lightmsg.Lights = new OrderedList<Light>(new LightComparer());
            psysmsg = new PopulateParticleSystemList();
            psysmsg.ParticleSystems = new List<ParticleSystem>();

            // Create render queue
            workitempool = new ResourcePool<RenderWorkItem>();
            renderqueue = new OrderedList<RenderWorkItem>(new RenderWorkItemComparer());
            effectqueue = new OrderedList<PostProcessEffect>(new PostProcessEffectComparer());

            // Setup GBuffer
            Renderer renderer = Owner.GetComponent<Renderer>();
            gbuffer = renderer.CreateRenderTarget(1, "GBuffer");
            gbuffer.ClearColour = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
            gbuffer.AddDepthComponent();
            gbuffer_colour = gbuffer.AddTextureComponent();
            gbuffer_normal = gbuffer.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            gbuffer_position = gbuffer.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            gbuffer_material = gbuffer.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            gbuffer.Finish();

            // Setup light accumulation buffer
            lightaccum = renderer.CreateRenderTarget(1, "LightAccum");
            lightaccum.ClearColour = new Color4(1.0f, 0.0f, 0.0f, 0.0f);
            lightaccum_diffuse = lightaccum.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            lightaccum_specular = lightaccum.AddTextureComponent(SlimDX.DXGI.Format.R32G32B32A32_Float);
            lightaccum.Finish();

            // Setup particle accumulation buffer
            particleaccum = renderer.CreateRenderTarget(1, "ParticleAccum");
            particleaccum.ClearColour = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
            particleaccum_colour = particleaccum.AddTextureComponent();
            particleaccum.Finish();

            // Setup swap buffers
            swapA = renderer.CreateRenderTarget(1, "SwapA");
            swapA_colour = swapA.AddTextureComponent();
            swapA.Finish();
            swapB = renderer.CreateRenderTarget(1, "SwapB");
            swapB_colour = swapB.AddTextureComponent();
            swapB.Finish();

            // Setup materials
            MaterialSystem matsys = Owner.GetComponent<MaterialSystem>();
            mat_blit = matsys.CreateMaterial("blit", "blit");
            mat_blit.SetParameter("smpTexture", renderer.Sampler_Clamp);
            mat_blitlight = matsys.CreateMaterial("blit_light", "blit_light");
            mat_blitlight.SetParameter("smpTexture", renderer.Sampler_Clamp);
            mat_blitlight.SetParameter("texColour", gbuffer.GetTexture(gbuffer_colour));
            mat_blitlight.SetParameter("texDiffuseLight", lightaccum.GetTexture(lightaccum_diffuse));
            mat_blitlight.SetParameter("texSpecularLight", lightaccum.GetTexture(lightaccum_specular));

            // Setup lights
            mat_lights = new Dictionary<LightType, Material>();
            mat_lights.Add(LightType.Ambient, matsys.CreateMaterial("light_ambient", "light_ambient"));
            mat_lights.Add(LightType.Directional, matsys.CreateMaterial("light_directional", "light_directional"));
            mat_lights.Add(LightType.Point, matsys.CreateMaterial("light_point", "light_point"));
            foreach (Material mat in mat_lights.Values)
            {
                mat.SetParameter("texNormal", gbuffer.GetTexture(gbuffer_normal));
                mat.SetParameter("texPosition", gbuffer.GetTexture(gbuffer_position));
                mat.SetParameter("texMaterial", gbuffer.GetTexture(gbuffer_material));
                mat.SetParameter("smpTexture", renderer.Sampler_Clamp);
            }

            // Setup meshes
            mesh_fs = MeshBuilder.BuildFullscreenQuad();
            mesh_skybox = MeshBuilder.BuildCube();
        }