//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "lighting/shadowManager.h" #include "scene/sceneManager.h" #include "materials/materialManager.h" #include "console/engineAPI.h" const String ShadowManager::ManagerTypeName("ShadowManager"); //------------------------------------------------------------------------------ bool ShadowManager::canActivate() { return true; } //------------------------------------------------------------------------------ void ShadowManager::activate() { mSceneManager = gClientSceneGraph; //;getWorld()->findWorldManager(); } //------------------------------------------------------------------------------ SceneManager* ShadowManager::getSceneManager() { return mSceneManager; } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // Runtime switching of shadow systems. Requires correct world to be pushed at console. DefineEngineFunction( setShadowManager, bool, (const char* sShadowSystemName), (""), "string sShadowSystemName") { /* // Make sure this new one exists ShadowManager * newSM = dynamic_cast(ConsoleObject::create(argv[1])); if (!newSM) return false; // Cleanup current ShadowManager * currentSM = world->findWorldManager(); if (currentSM) { currentSM->deactivate(); world->removeWorldManager(currentSM); delete currentSM; } // Add to world and init. world->addWorldManager(newSM); newSM->activate(); MaterialManager::get()->reInitInstances(); */ return true; }