Torque3D/Engine/source/lighting/shadowManager.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "lighting/shadowManager.h"
#include "scene/sceneManager.h"
#include "materials/materialManager.h"
const String ShadowManager::ManagerTypeName("ShadowManager");
//------------------------------------------------------------------------------
bool ShadowManager::canActivate()
{
return true;
}
//------------------------------------------------------------------------------
void ShadowManager::activate()
{
mSceneManager = gClientSceneGraph; //;getWorld()->findWorldManager<SceneManager>();
}
//------------------------------------------------------------------------------
SceneManager* ShadowManager::getSceneManager()
{
return mSceneManager;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Runtime switching of shadow systems. Requires correct world to be pushed at console.
ConsoleFunction( setShadowManager, bool, 1, 3, "string sShadowSystemName" )
{
/*
// Make sure this new one exists
ShadowManager * newSM = dynamic_cast<ShadowManager*>(ConsoleObject::create(argv[1]));
if (!newSM)
return false;
// Cleanup current
ShadowManager * currentSM = world->findWorldManager<ShadowManager>();
if (currentSM)
{
currentSM->deactivate();
world->removeWorldManager(currentSM);
delete currentSM;
}
// Add to world and init.
world->addWorldManager(newSM);
newSM->activate();
MaterialManager::get()->reInitInstances();
*/
return true;
}