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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
# ifndef _LIGHTMAPPARAMS_H_
# define _LIGHTMAPPARAMS_H_
# ifndef _LIGHTINFO_H_
# include "lighting/lightInfo.h"
# endif
class LightMapParams : public LightInfoEx
{
public :
LightMapParams ( LightInfo * light ) ;
virtual ~ LightMapParams ( ) ;
/// The LightInfoEx hook type.
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static LightInfoExType Type ;
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// LightInfoEx
virtual void set ( const LightInfoEx * ex ) ;
virtual const LightInfoExType & getType ( ) const { return Type ; }
virtual void packUpdate ( BitStream * stream ) const ;
virtual void unpackUpdate ( BitStream * stream ) ;
public :
// We're leaving these public for easy access
// for console protected fields.
bool representedInLightmap ; ///< This light is represented in lightmaps (static light, default: false)
ColorF shadowDarkenColor ; ///< The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
bool includeLightmappedGeometryInShadow ; ///< This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)
} ;
# endif