Torque3D/Engine/source/lighting/shadowMap/shadowMapManager.h
Areloch 66cc6fb9d1 Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00

109 lines
3.2 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 _SHADOWMAPMANAGER_H_
#define _SHADOWMAPMANAGER_H_
#ifndef _TSINGLETON_H_
#include "core/util/tSingleton.h"
#endif
#ifndef _SHADOWMANAGER_H_
#include "lighting/shadowManager.h"
#endif
#ifndef _GFXENUMS_H_
#include "gfx/gfxEnums.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _MPOINT4_H_
#include "math/mPoint4.h"
#endif
class LightShadowMap;
class ShadowMapPass;
class LightInfo;
class SceneManager;
class SceneRenderState;
class ShadowMapManager : public ShadowManager
{
typedef ShadowManager Parent;
friend class ShadowMapPass;
public:
ShadowMapManager();
virtual ~ShadowMapManager();
/// Sets the current shadowmap (used in setLightInfo/setTextureStage calls)
void setLightShadowMap( LightShadowMap *lm ) { mCurrentShadowMap = lm; }
/// Looks up the shadow map for the light then sets it.
void setLightShadowMapForLight( LightInfo *light );
/// Return the current shadow map
LightShadowMap* getCurrentShadowMap() const { return mCurrentShadowMap; }
ShadowMapPass* getShadowMapPass() const { return mShadowMapPass; }
// Shadow manager
virtual void activate();
virtual void deactivate();
GFXTextureObject* getTapRotationTex();
/// The shadow map deactivation signal.
static Signal<void(void)> smShadowDeactivateSignal;
static void updateShadowDisable();
protected:
void _onTextureEvent( GFXTexCallbackCode code );
void _onPreRender( SceneManager *sg, const SceneRenderState* state );
ShadowMapPass *mShadowMapPass;
LightShadowMap *mCurrentShadowMap;
///
GFXTexHandle mTapRotationTex;
bool mIsActive;
public:
// For ManagedSingleton.
static const char* getSingletonName() { return "ShadowMapManager"; }
};
/// Returns the ShadowMapManager singleton.
#define SHADOWMGR ManagedSingleton<ShadowMapManager>::instance()
GFX_DeclareTextureProfile( ShadowMapTexProfile );
#endif // _SHADOWMAPMANAGER_H_