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Engine directory for ticket #1
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82
Engine/source/lighting/lightQuery.h
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82
Engine/source/lighting/lightQuery.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _LIGHTQUERY_H_
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#define _LIGHTQUERY_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _MSPHERE_H_
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#include "math/mSphere.h"
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#endif
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#ifndef _MBOX_H_
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#include "math/mBox.h"
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#endif
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class LightManager;
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class LightInfo;
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/// Used to gather an score lights for rendering.
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class LightQuery
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{
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public:
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LightQuery( U32 maxLights = 4 );
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~LightQuery();
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/// Set the query volume from a camera position and direction.
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void init( const Point3F &cameraPos,
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const Point3F &cameraDir,
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F32 viewDist );
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/// Set the query volume from a sphere.
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void init( const SphereF &bounds );
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/// Set the query volume from a box.
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void init( const Box3F &bounds );
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/// This returns the best lights based on the query volume.
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void getLights( LightInfo** outLights, U32 maxLights );
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protected:
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void _scoreLights();
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static S32 _lightScoreCmp( LightInfo* const *a, LightInfo* const *b );
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/// The maximum lights to return from the query.
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const U32 mMaxLights;
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/// The sorted list of best lights.
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Vector<LightInfo*> mLights;
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/// The sphere used to query for lights.
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SphereF mVolume;
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};
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#endif // _LIGHTQUERY_H_
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