Torque3D/Engine/source/lighting/shadowManager.h
2012-09-19 11:15:01 -04:00

67 lines
2.4 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _SHADOWMANAGER_H_
#define _SHADOWMANAGER_H_
#ifndef _TSIGNAL_H_
#include "core/util/tSignal.h"
#endif
#ifndef _TORQUE_STRING_H_
#include "core/util/str.h"
#endif
class SceneManager;
class ShadowManager
{
public:
ShadowManager() : mSceneManager(NULL) {}
virtual ~ShadowManager() { }
// Called when the shadow manager should become active
virtual void activate();
// Called when we don't want the shadow manager active (should clean up)
virtual void deactivate() { }
// Return an "id" that other systems can use to load different versions of assets (custom shaders, etc.)
// Should be short and contain no spaces and safe for filename use.
//virtual const char* getId() const = 0;
// SceneManager manager
virtual SceneManager* getSceneManager();
// Called to find out if it is valid to activate this shadow system. If not, we should print out
// a console warning explaining why.
virtual bool canActivate();
// SimWorldManager
static const String ManagerTypeName;
const String & getManagerTypeName() const { return ManagerTypeName; }
private:
SceneManager* mSceneManager;
};
#endif // _SHADOWMANAGER_H_