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

144 lines
4.7 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 _ADVANCEDLIGHTMANAGER_H_
#define _ADVANCEDLIGHTMANAGER_H_
#ifndef _SIMOBJECT_H_
#include "console/simObject.h"
#endif
#ifndef _LIGHTMANAGER_H_
#include "lighting/lightManager.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXTARGET_H_
#include "gfx/gfxTarget.h"
#endif
#ifndef _TDICTIONARY_H_
#include "core/util/tDictionary.h"
#endif
#ifndef _LIGHTSHADOWMAP_H_
#include "lighting/shadowMap/lightShadowMap.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
class AvailableSLInterfaces;
class AdvancedLightBinManager;
class RenderPrePassMgr;
class BaseMatInstance;
class MaterialParameters;
class MaterialParameterHandle;
class GFXShader;
class GFXShaderConstHandle;
class ShadowMapManager;
class AdvancedLightManager : public LightManager
{
typedef LightManager Parent;
public:
/// Return the lightBinManager for this light manager.
AdvancedLightBinManager* getLightBinManager() { return mLightBinManager; }
// LightManager
virtual bool isCompatible() const;
virtual void activate( SceneManager *sceneManager );
virtual void deactivate();
virtual void registerGlobalLight(LightInfo *light, SimObject *obj);
virtual void unregisterAllLights();
virtual void setLightInfo( ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,
const SceneRenderState *state,
U32 pass,
GFXShaderConstBuffer *shaderConsts );
virtual bool setTextureStage( const SceneData &sgData,
const U32 currTexFlag,
const U32 textureSlot,
GFXShaderConstBuffer *shaderConsts,
ShaderConstHandles *handles );
typedef GFXVertexPC LightVertex;
GFXVertexBufferHandle<LightVertex> getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives );
GFXVertexBufferHandle<LightVertex> getConeMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives );
LightShadowMap* findShadowMapForObject( SimObject *object );
protected:
// LightManager
virtual void _addLightInfoEx( LightInfo *lightInfo );
virtual void _initLightFields();
/// A simple protected singleton. Use LightManager::findByName()
/// to access this light manager.
/// @see LightManager::findByName()
static AdvancedLightManager smSingleton;
// These are protected because we're a singleton and
// no one else should be creating us!
AdvancedLightManager();
virtual ~AdvancedLightManager();
SimObjectPtr<AdvancedLightBinManager> mLightBinManager;
SimObjectPtr<RenderPrePassMgr> mPrePassRenderBin;
LightConstantMap mConstantLookup;
GFXShaderRef mLastShader;
LightingShaderConstants* mLastConstants;
// Convex geometry for lights
GFXVertexBufferHandle<LightVertex> mSphereGeometry;
GFXPrimitiveBufferHandle mSphereIndices;
U32 mSpherePrimitiveCount;
GFXVertexBufferHandle<LightVertex> mConeGeometry;
GFXPrimitiveBufferHandle mConeIndices;
U32 mConePrimitiveCount;
LightingShaderConstants* getLightingShaderConstants(GFXShaderConstBuffer* shader);
};
#endif // _ADVANCEDLIGHTMANAGER_H_