Torque3D/Engine/source/lighting/shadowMap/singleLightShadowMap.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

46 lines
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 _SINGLELIGHTSHADOWMAP_H_
#define _SINGLELIGHTSHADOWMAP_H_
#ifndef _LIGHTSHADOWMAP_H_
#include "lighting/shadowMap/lightShadowMap.h"
#endif
//
// SingleLightShadowMap, holds the shadow map and various other things for a light.
//
// This represents everything we need to render the shadowmap for one light.
class SingleLightShadowMap : public LightShadowMap
{
public:
SingleLightShadowMap( LightInfo *light );
~SingleLightShadowMap();
// LightShadowMap
ShadowType getShadowType() const override { return ShadowType_Spot; }
void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ) override;
void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc) override;
};
#endif // _SINGLELIGHTSHADOWMAP_H_