Merge pull request #2170 from chaigler/BL_remove_fix

Fixes for compiling without Basic Lighting
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Areloch 2018-01-31 14:10:50 -06:00 committed by GitHub
commit d784228f32
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 27 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 )
{

View file

@ -41,6 +41,9 @@ GFX_ImplementTextureProfile(ShadowMapTexProfile,
MODULE_BEGIN( ShadowMapManager )
#ifndef TORQUE_BASIC_LIGHTING
MODULE_SHUTDOWN_AFTER(Scene)
#endif
MODULE_INIT
{