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