//----------------------------------------------------------------------------- // 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; public: // LightManager virtual bool isCompatible() const; virtual void activate( SceneManager *sceneManager ); virtual void deactivate(); 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) { return false; } static F32 getShadowFilterDistance() { return smProjectedShadowFilterDistance; } protected: // LightManager virtual void _addLightInfoEx( LightInfo *lightInfo ) { } virtual void _initLightFields() { } 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 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 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::instance() #endif // _BASICLIGHTMANAGER_H_