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https://github.com/TorqueGameEngines/Torque3D.git
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GBitmap Changes: Added all other formats to gbitmap that we support gbitmap now supports cubemaps added converters for all these other formats added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats GFXTextureManager Can now directly make cubemaps and texture arrays based on the GFXTextureProfile API implementations for all functions that cubemaps and arrays needed
49 lines
1.9 KiB
C++
49 lines
1.9 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 _CUBELIGHTSHADOWMAP_H_
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#define _CUBELIGHTSHADOWMAP_H_
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#ifndef _LIGHTSHADOWMAP_H_
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#include "lighting/shadowMap/lightShadowMap.h"
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#endif
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#ifndef _GFXCUBEMAP_H_
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#include "gfx/gfxCubemap.h"
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#endif
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class CubeLightShadowMap : public LightShadowMap
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{
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typedef LightShadowMap Parent;
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public:
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CubeLightShadowMap( LightInfo *light );
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ShadowType getShadowType() const override { return ShadowType_CubeMap; }
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void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
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void setShaderParameters( GFXShaderConstBuffer* params, LightingShaderConstants* lsc ) override;
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};
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#endif // _CUBELIGHTSHADOWMAP_H_
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