mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
109 lines
3.2 KiB
C++
109 lines
3.2 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 _SHADOWMAPMANAGER_H_
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#define _SHADOWMAPMANAGER_H_
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#ifndef _TSINGLETON_H_
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#include "core/util/tSingleton.h"
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#endif
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#ifndef _SHADOWMANAGER_H_
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#include "lighting/shadowManager.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfx/gfxEnums.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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#ifndef _MPOINT4_H_
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#include "math/mPoint4.h"
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#endif
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class LightShadowMap;
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class ShadowMapPass;
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class LightInfo;
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class SceneManager;
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class SceneRenderState;
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class ShadowMapManager : public ShadowManager
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{
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typedef ShadowManager Parent;
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friend class ShadowMapPass;
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public:
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ShadowMapManager();
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virtual ~ShadowMapManager();
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/// Sets the current shadowmap (used in setLightInfo/setTextureStage calls)
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void setLightShadowMap( LightShadowMap *lm ) { mCurrentShadowMap = lm; }
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/// Looks up the shadow map for the light then sets it.
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void setLightShadowMapForLight( LightInfo *light );
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/// Return the current shadow map
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LightShadowMap* getCurrentShadowMap() const { return mCurrentShadowMap; }
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ShadowMapPass* getShadowMapPass() const { return mShadowMapPass; }
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// Shadow manager
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void activate() override;
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void deactivate() override;
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GFXTextureObject* getTapRotationTex();
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/// The shadow map deactivation signal.
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static Signal<void(void)> smShadowDeactivateSignal;
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static void updateShadowDisable();
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protected:
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void _onTextureEvent( GFXTexCallbackCode code );
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void _onPreRender( SceneManager *sg, const SceneRenderState* state );
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ShadowMapPass *mShadowMapPass;
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LightShadowMap *mCurrentShadowMap;
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///
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GFXTexHandle mTapRotationTex;
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bool mIsActive;
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public:
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// For ManagedSingleton.
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static const char* getSingletonName() { return "ShadowMapManager"; }
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};
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/// Returns the ShadowMapManager singleton.
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#define SHADOWMGR ManagedSingleton<ShadowMapManager>::instance()
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GFX_DeclareTextureProfile( ShadowMapTexProfile );
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#endif // _SHADOWMAPMANAGER_H_
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