Fixes linker errors when Basic Lighting is removed

This commit is contained in:
chaigler 2018-01-24 16:27:29 -05:00
parent 463cd50d0a
commit 59c81f9179
3 changed files with 24 additions and 3 deletions

View file

@ -39,6 +39,9 @@
#include "gfx/gfxCardProfile.h"
#include "gfx/gfxTextureProfile.h"
#ifndef TORQUE_BASIC_LIGHTING
F32 AdvancedLightManager::smProjectedShadowFilterDistance = 40.0f;
#endif
ImplementEnumType( ShadowType,
"\n\n"

View file

@ -97,6 +97,10 @@ public:
LightShadowMap* findShadowMapForObject( SimObject *object );
#ifndef TORQUE_BASIC_LIGHTING
static F32 getShadowFilterDistance() { return smProjectedShadowFilterDistance; }
#endif
protected:
// LightManager
@ -138,6 +142,12 @@ protected:
LightingShaderConstants* getLightingShaderConstants(GFXShaderConstBuffer* shader);
#ifndef TORQUE_BASIC_LIGHTING
/// This is used to determine the distance
/// at which the shadow filtering PostEffect
/// will be enabled for ProjectedShadow.
static F32 smProjectedShadowFilterDistance;
#endif
};
#endif // _ADVANCEDLIGHTMANAGER_H_

View file

@ -43,7 +43,11 @@
#include "materials/materialFeatureTypes.h"
#include "console/console.h"
#include "postFx/postEffect.h"
#include "lighting/basic/basicLightManager.h"
#ifdef TORQUE_BASIC_LIGHTING
#include "lighting/basic/basicLightManager.h"
#else
#include "lighting/advanced/advancedLightManager.h"
#endif
#include "lighting/shadowMap/shadowMatHook.h"
#include "materials/materialManager.h"
#include "lighting/shadowMap/lightShadowMap.h"
@ -529,8 +533,12 @@ void ProjectedShadow::_renderToTexture( F32 camDist, const TSRenderState &rdata
mRenderTarget->resolve();
GFX->popActiveRenderTarget();
// If we're close enough then filter the shadow.
if ( camDist < BasicLightManager::getShadowFilterDistance() )
// If we're close enough then filter the shadow.
#ifdef TORQUE_BASIC_LIGHTING
if (camDist < BasicLightManager::getShadowFilterDistance())
#else
if (camDist < AdvancedLightManager::getShadowFilterDistance())
#endif
{
if ( !smShadowFilter )
{