Torque3D/Engine/source/lighting/lightManager.h

236 lines
8.5 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 _LIGHTMANAGER_H_
#define _LIGHTMANAGER_H_
#ifndef _TORQUE_STRING_H_
#include "core/util/str.h"
#endif
#ifndef _TSIGNAL_H_
#include "core/util/tSignal.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _LIGHTQUERY_H_
#include "lighting/lightQuery.h"
#endif
class SimObject;
class LightManager;
class Material;
class ProcessedMaterial;
class SceneManager;
struct SceneData;
class Point3F;
class AvailableSLInterfaces;
class SceneObject;
class GFXShaderConstBuffer;
class GFXShaderConstHandle;
class ShaderConstHandles;
class SceneRenderState;
class RenderDeferredMgr;
class Frustum;
///
typedef Map<String,LightManager*> LightManagerMap;
class LightManager
{
public:
enum SpecialLightTypesEnum
{
slSunLightType,
slSpecialLightTypesCount
};
LightManager( const char *name, const char *id );
virtual ~LightManager();
///
static void initLightFields();
///
static LightInfo* createLightInfo(LightInfo* light = NULL);
///
static LightManager* findByName( const char *name );
/// Returns a tab seperated list of available light managers.
static void getLightManagerNames( String *outString );
/// The light manager activation signal.
static Signal<void(const char*,bool)> smActivateSignal;
/// Returns the active LM.
static inline LightManager* getActiveLM() { return smActiveLM; }
/// Return an id string used to load different versions of light manager
/// specific assets. It shoud be short, contain no spaces, and be safe
/// for filename use.
const char* getName() const { return mName.c_str(); }
/// Return an id string used to load different versions of light manager
/// specific assets. It shoud be short, contain no spaces, and be safe
/// for filename use.
const char* getId() const { return mId.c_str(); }
// Returns the scene manager passed at activation.
SceneManager* getSceneManager() { return mSceneManager; }
// Should return true if this light manager is compatible
// on the current platform and GFX device.
virtual bool isCompatible() const = 0;
// Called when the lighting manager should become active
virtual void activate( SceneManager *sceneManager );
// Called when we don't want the light manager active (should clean up)
virtual void deactivate();
// Returns the active scene lighting interface for this light manager.
virtual AvailableSLInterfaces* getSceneLightingInterface();
// Returns a "default" light info that callers should not free. Used for instances where we don't actually care about
// the light (for example, setting default data for SceneData)
virtual LightInfo* getDefaultLight();
/// Returns the special light or the default light if useDefault is true.
/// @see getDefaultLight
virtual LightInfo* getSpecialLight( SpecialLightTypesEnum type,
bool useDefault = true );
/// Set a special light type.
virtual void setSpecialLight( SpecialLightTypesEnum type, LightInfo *light );
// registered before scene traversal...
virtual void registerGlobalLight( LightInfo *light, SimObject *obj );
virtual void unregisterGlobalLight( LightInfo *light );
// registered per object...
virtual void registerLocalLight( LightInfo *light );
virtual void unregisterLocalLight( LightInfo *light );
virtual void registerGlobalLights( const Frustum *frustum, bool staticlighting, bool enableZoneLightCulling = false );
virtual void unregisterAllLights();
/// Returns all unsorted and un-scored lights (both global and local).
void getAllUnsortedLights( Vector<LightInfo*> *list ) const;
/// Sets shader constants / textures for light infos
virtual void setLightInfo( ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts ) = 0;
/// Allows us to set textures during the Material::setTextureStage call, return true if we've done work.
virtual bool setTextureStage( const SceneData &sgData,
const U32 currTexFlag,
const U32 textureSlot,
GFXShaderConstBuffer *shaderConsts,
ShaderConstHandles *handles ) = 0;
/// Called when the static scene lighting (aka lightmaps) should be computed.
virtual bool lightScene( const char* callback, const char* param );
/// Returns true if this light manager is active
virtual bool isActive() const { return mIsActive; }
protected:
/// The current active light manager.
static LightManager *smActiveLM;
/// Find the pre-pass render bin on the scene's default render pass.
RenderDeferredMgr* _findDeferredRenderBin();
/// This helper function sets the shader constansts
/// for the stock 4 light forward lighting code.
static void _update4LightConsts( const SceneData &sgData,
GFXShaderConstHandle *lightPositionSC,
GFXShaderConstHandle *lightDiffuseSC,
GFXShaderConstHandle *lightAmbientSC,
GFXShaderConstHandle *lightInvRadiusSqSC,
GFXShaderConstHandle *lightSpotDirSC,
GFXShaderConstHandle * lightSpotParamsSC,
GFXShaderConstHandle* hasVectorLightSC,
GFXShaderConstHandle* vectorLightDirectionSC,
GFXShaderConstHandle* vectorLightColorSC,
GFXShaderConstHandle* vectorLightBrightnessSC,
GFXShaderConstBuffer *shaderConsts );
/// A dummy default light used when no lights
/// happen to be registered with the manager.
LightInfo *mDefaultLight;
/// The list of global registered lights which is
/// initialized before the scene is rendered.
LightInfoList mRegisteredLights;
/// The registered special light list.
LightInfo *mSpecialLights[slSpecialLightTypesCount];
/// The root culling position used for
/// special sun light placement.
/// @see setSpecialLight
Point3F mCullPos;
/// The scene lighting interfaces for
/// lightmap generation.
AvailableSLInterfaces *mAvailableSLInterfaces;
/// Attaches any LightInfoEx data for this manager
/// to the light info object.
virtual void _addLightInfoEx( LightInfo *lightInfo ) = 0;
///
virtual void _initLightFields() = 0;
/// Returns the static light manager map.
static LightManagerMap& _getLightManagers();
/// The constant light manager name initialized
/// in the constructor.
const String mName;
/// The constant light manager identifier initialized
/// in the constructor.
const String mId;
/// Is true if this light manager has been activated.
bool mIsActive;
/// The scene graph the light manager is associated with.
SceneManager *mSceneManager;
};
/// Returns the current active light manager.
#define LIGHTMGR LightManager::getActiveLM()
#endif // _LIGHTMANAGER_H_