mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
137 lines
4.4 KiB
C++
137 lines
4.4 KiB
C++
//-----------------------------------------------------------------------------
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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 _BASICLIGHTMANAGER_H_
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#define _BASICLIGHTMANAGER_H_
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#ifndef _LIGHTMANAGER_H_
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#include "lighting/lightManager.h"
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#endif
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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#ifndef _GFXSHADER_H_
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#include "gfx/gfxShader.h"
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#endif
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#ifndef _SIMOBJECT_H_
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#include "console/simObject.h"
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#endif
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#ifndef _TSINGLETON_H_
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#include "core/util/tSingleton.h"
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#endif
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class AvailableSLInterfaces;
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class GFXShaderConstHandle;
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class RenderDeferredMgr;
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class PlatformTimer;
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class blTerrainSystem;
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class BasicLightManager : public LightManager
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{
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typedef LightManager Parent;
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// For access to protected constructor.
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friend class ManagedSingleton<BasicLightManager>;
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public:
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// LightManager
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virtual bool isCompatible() const;
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virtual void activate( SceneManager *sceneManager );
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virtual void deactivate();
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virtual void setLightInfo(ProcessedMaterial* pmat, const Material* mat, const SceneData& sgData, const SceneRenderState *state, U32 pass, GFXShaderConstBuffer* shaderConsts);
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virtual bool setTextureStage(const SceneData& sgData, const U32 currTexFlag, const U32 textureSlot, GFXShaderConstBuffer* shaderConsts, ShaderConstHandles* handles) { return false; }
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static F32 getShadowFilterDistance() { return smProjectedShadowFilterDistance; }
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protected:
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// LightManager
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virtual void _addLightInfoEx( LightInfo *lightInfo ) { }
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virtual void _initLightFields() { }
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void _onPreRender( SceneManager *sceneManger, const SceneRenderState *state );
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// These are protected because we're a singleton and
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// no one else should be creating us!
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BasicLightManager();
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virtual ~BasicLightManager();
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SimObjectPtr<RenderDeferredMgr> mDeferredRenderBin;
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struct LightingShaderConstants
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{
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bool mInit;
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GFXShaderRef mShader;
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GFXShaderConstHandle *mLightPosition;
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GFXShaderConstHandle *mLightDiffuse;
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GFXShaderConstHandle *mLightAmbient;
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GFXShaderConstHandle *mLightConfigDataSC;
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GFXShaderConstHandle *mLightSpotDir;
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GFXShaderConstHandle *mLightSpotParamsSC;
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GFXShaderConstHandle* mHasVectorLightSC;
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GFXShaderConstHandle* mVectorLightDirectionSC;
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GFXShaderConstHandle* mVectorLightColorSC;
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GFXShaderConstHandle* mVectorLightBrightnessSC;
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LightingShaderConstants();
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~LightingShaderConstants();
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void init( GFXShader *shader );
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void _onShaderReload();
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};
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typedef Map<GFXShader*, LightingShaderConstants*> LightConstantMap;
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LightConstantMap mConstantLookup;
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GFXShaderRef mLastShader;
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LightingShaderConstants* mLastConstants;
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/// Statics used for light manager/projected shadow metrics.
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static U32 smActiveShadowPlugins;
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static U32 smShadowsUpdated;
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static U32 smElapsedUpdateMs;
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/// This is used to determine the distance
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/// at which the shadow filtering PostEffect
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/// will be enabled for ProjectedShadow.
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static F32 smProjectedShadowFilterDistance;
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/// A timer used for tracking update time.
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PlatformTimer *mTimer;
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blTerrainSystem* mTerrainSystem;
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public:
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// For ManagedSingleton.
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static const char* getSingletonName() { return "BasicLightManager"; }
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};
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#define BLM ManagedSingleton<BasicLightManager>::instance()
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#endif // _BASICLIGHTMANAGER_H_
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