//----------------------------------------------------------------------------- // 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 _SHADOWMAPMANAGER_H_ #define _SHADOWMAPMANAGER_H_ #ifndef _TSINGLETON_H_ #include "core/util/tSingleton.h" #endif #ifndef _SHADOWMANAGER_H_ #include "lighting/shadowManager.h" #endif #ifndef _GFXENUMS_H_ #include "gfx/gfxEnums.h" #endif #ifndef _GFXTEXTUREHANDLE_H_ #include "gfx/gfxTextureHandle.h" #endif #ifndef _MPOINT4_H_ #include "math/mPoint4.h" #endif class LightShadowMap; class ShadowMapPass; class LightInfo; class SceneManager; class SceneRenderState; class ShadowMapManager : public ShadowManager { typedef ShadowManager Parent; friend class ShadowMapPass; public: ShadowMapManager(); virtual ~ShadowMapManager(); /// Sets the current shadowmap (used in setLightInfo/setTextureStage calls) void setLightShadowMap( LightShadowMap *lm ) { mCurrentShadowMap = lm; } /// Looks up the shadow map for the light then sets it. void setLightShadowMapForLight( LightInfo *light ); /// Return the current shadow map LightShadowMap* getCurrentShadowMap() const { return mCurrentShadowMap; } ShadowMapPass* getShadowMapPass() const { return mShadowMapPass; } // Shadow manager virtual void activate(); virtual void deactivate(); GFXTextureObject* getTapRotationTex(); /// The shadow map deactivation signal. static Signal smShadowDeactivateSignal; static void updateShadowDisable(); protected: void _onTextureEvent( GFXTexCallbackCode code ); void _onPreRender( SceneManager *sg, const SceneRenderState* state ); ShadowMapPass *mShadowMapPass; LightShadowMap *mCurrentShadowMap; /// GFXTexHandle mTapRotationTex; bool mIsActive; public: // For ManagedSingleton. static const char* getSingletonName() { return "ShadowMapManager"; } }; /// Returns the ShadowMapManager singleton. #define SHADOWMGR ManagedSingleton::instance() GFX_DeclareTextureProfile( ShadowMapTexProfile ); #endif // _SHADOWMAPMANAGER_H_