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

83 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 _LIGHTQUERY_H_
#define _LIGHTQUERY_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MSPHERE_H_
#include "math/mSphere.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
class LightManager;
class LightInfo;
/// Used to gather an score lights for rendering.
class LightQuery
{
public:
LightQuery( U32 maxLights = 4 );
~LightQuery();
/// Set the query volume from a camera position and direction.
void init( const Point3F &cameraPos,
const Point3F &cameraDir,
F32 viewDist );
/// Set the query volume from a sphere.
void init( const SphereF &bounds );
/// Set the query volume from a box.
void init( const Box3F &bounds );
/// This returns the best lights based on the query volume.
void getLights( LightInfo** outLights, U32 maxLights );
protected:
void _scoreLights();
static S32 _lightScoreCmp( LightInfo* const *a, LightInfo* const *b );
/// The maximum lights to return from the query.
const U32 mMaxLights;
/// The sorted list of best lights.
Vector<LightInfo*> mLights;
/// The sphere used to query for lights.
SphereF mVolume;
};
#endif // _LIGHTQUERY_H_