//----------------------------------------------------------------------------- // 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 _BASICSCENEOBJECTLIGHTINGPLUGIN_H_ #define _BASICSCENEOBJECTLIGHTINGPLUGIN_H_ #ifndef _SCENEOBJECTLIGHTINGPLUGIN_H_ #include "scene/sceneObjectLightingPlugin.h" #endif #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _TSINGLETON_H_ #include "core/util/tSingleton.h" #endif class ShadowBase; class BasicSceneObjectLightingPlugin : public SceneObjectLightingPlugin { private: ShadowBase* mShadow; SceneObject* mParentObject; static Vector smPluginInstances; public: BasicSceneObjectLightingPlugin(SceneObject* parent); ~BasicSceneObjectLightingPlugin(); static Vector* getPluginInstances() { return &smPluginInstances; } static void cleanupPluginInstances(); static void resetAll(); const F32 getScore() const; // Called from BasicLightManager virtual void updateShadow( SceneRenderState *state ); virtual void renderShadow( SceneRenderState *state ); // Called by statics virtual U32 packUpdate(SceneObject* obj, U32 checkMask, NetConnection *conn, U32 mask, BitStream *stream) { return 0; } virtual void unpackUpdate(SceneObject* obj, NetConnection *conn, BitStream *stream) { } virtual void reset(); }; class BasicSceneObjectPluginFactory : public ManagedSingleton< BasicSceneObjectPluginFactory > { protected: /// Called from the light manager on activation. /// @see LightManager::addActivateCallback void _onLMActivate( const char *lm, bool enable ); void _onDecalManagerClear(); void removeLightPlugin(SceneObject* obj); void addLightPlugin(SceneObject* obj); void addToExistingObjects(); bool mEnabled; public: BasicSceneObjectPluginFactory(); ~BasicSceneObjectPluginFactory(); // For ManagedSingleton. static const char* getSingletonName() { return "BasicSceneObjectPluginFactory"; } void _setEnabled(); }; #endif // !_BASICSCENEOBJECTLIGHTINGPLUGIN_H_