mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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55 lines
2.3 KiB
C++
55 lines
2.3 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 _LIGHTMAPPARAMS_H_
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#define _LIGHTMAPPARAMS_H_
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#ifndef _LIGHTINFO_H_
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#include "lighting/lightInfo.h"
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#endif
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class LightMapParams : public LightInfoEx
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{
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public:
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LightMapParams( LightInfo *light );
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virtual ~LightMapParams();
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/// The LightInfoEx hook type.
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static const LightInfoExType Type;
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// LightInfoEx
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virtual void set( const LightInfoEx *ex );
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virtual const LightInfoExType& getType() const { return Type; }
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virtual void packUpdate( BitStream *stream ) const;
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virtual void unpackUpdate( BitStream *stream );
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public:
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// We're leaving these public for easy access
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// for console protected fields.
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bool representedInLightmap; ///< This light is represented in lightmaps (static light, default: false)
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ColorF shadowDarkenColor; ///< The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
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bool includeLightmappedGeometryInShadow; ///< This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)
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};
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#endif
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