//----------------------------------------------------------------------------- // 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 _LIGHTQUERY_H_ #define _LIGHTQUERY_H_ #ifndef _TVECTOR_H_ #include "core/util/tVector.h" #endif #ifndef _MSPHERE_H_ #include "math/mSphere.h" #endif #ifndef _MBOX_H_ #include "math/mBox.h" #endif class LightManager; class LightInfo; /// Used to gather an score lights for rendering. class LightQuery { public: LightQuery( U32 maxLights = 4 ); ~LightQuery(); /// Set the query volume from a camera position and direction. void init( const Point3F &cameraPos, const Point3F &cameraDir, F32 viewDist ); /// Set the query volume from a sphere. void init( const SphereF &bounds ); /// Set the query volume from a box. void init( const Box3F &bounds ); /// This returns the best lights based on the query volume. void getLights( LightInfo** outLights, U32 maxLights ); protected: void _scoreLights(); static S32 _lightScoreCmp( LightInfo* const *a, LightInfo* const *b ); /// The maximum lights to return from the query. const U32 mMaxLights; /// The sorted list of best lights. Vector mLights; /// The sphere used to query for lights. SphereF mVolume; }; #endif // _LIGHTQUERY_H_