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

82 lines
2.6 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 _SHADOWMATHOOK_H_
#define _SHADOWMATHOOK_H_
#ifndef _MATINSTANCEHOOK_H_
#include "materials/matInstanceHook.h"
#endif
#ifndef _MATINSTANCE_H_
#include "materials/matInstance.h"
#endif
// TODO: Move ShadowType enum to somewhere
// with less dependancies.
#ifndef _SHADOWMAPPASS_H_
#include "lighting/shadowMap/shadowMapPass.h"
#endif
class ShadowMatInstance : public MatInstance
{
typedef MatInstance Parent;
bool mLightmappedMaterial;
public:
ShadowMatInstance( Material *mat );
virtual ~ShadowMatInstance() {}
virtual bool setupPass( SceneRenderState *state, const SceneData &sgData );
};
class ShadowMaterialHook : public MatInstanceHook
{
public:
ShadowMaterialHook();
// MatInstanceHook
virtual ~ShadowMaterialHook();
virtual const MatInstanceHookType& getType() const { return Type; }
/// The material hook type.
static const MatInstanceHookType Type;
BaseMatInstance* getShadowMat( ShadowType type ) const;
void init( BaseMatInstance *mat );
protected:
static void _overrideFeatures( ProcessedMaterial *mat,
U32 stageNum,
MaterialFeatureData &fd,
const FeatureSet &features );
///
BaseMatInstance* mShadowMat[ShadowType_Count];
};
#endif // _SHADOWMATHOOK_H_