//----------------------------------------------------------------------------- // 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 _CUBELIGHTSHADOWMAP_H_ #define _CUBELIGHTSHADOWMAP_H_ #ifndef _LIGHTSHADOWMAP_H_ #include "lighting/shadowMap/lightShadowMap.h" #endif #ifndef _GFXCUBEMAP_H_ #include "gfx/gfxCubemap.h" #endif class CubeLightShadowMap : public LightShadowMap { typedef LightShadowMap Parent; public: CubeLightShadowMap( LightInfo *light ); // LightShadowMap virtual bool hasShadowTex() const { return mCubemap.isValid(); } virtual ShadowType getShadowType() const { return ShadowType_CubeMap; } virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ); virtual void setShaderParameters( GFXShaderConstBuffer* params, LightingShaderConstants* lsc ); virtual void releaseTextures(); virtual bool setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc ); protected: /// The shadow cubemap. GFXCubemapHandle mCubemap; }; #endif // _CUBELIGHTSHADOWMAP_H_