Torque3D/Engine/source/lighting/basic/basicLightManager.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

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