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Engine directory for ticket #1
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Engine/source/lighting/shadowMap/singleLightShadowMap.h
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Engine/source/lighting/shadowMap/singleLightShadowMap.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 _SINGLELIGHTSHADOWMAP_H_
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#define _SINGLELIGHTSHADOWMAP_H_
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#ifndef _LIGHTSHADOWMAP_H_
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#include "lighting/shadowMap/lightShadowMap.h"
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#endif
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//
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// SingleLightShadowMap, holds the shadow map and various other things for a light.
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//
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// This represents everything we need to render the shadowmap for one light.
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class SingleLightShadowMap : public LightShadowMap
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{
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public:
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SingleLightShadowMap( LightInfo *light );
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~SingleLightShadowMap();
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// LightShadowMap
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virtual ShadowType getShadowType() const { return ShadowType_Spot; }
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virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
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virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
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};
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#endif // _SINGLELIGHTSHADOWMAP_H_
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