//----------------------------------------------------------------------------- // 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 _ADVANCEDLIGHTMANAGER_H_ #define _ADVANCEDLIGHTMANAGER_H_ #ifndef _SIMOBJECT_H_ #include "console/simObject.h" #endif #ifndef _LIGHTMANAGER_H_ #include "lighting/lightManager.h" #endif #ifndef _LIGHTINFO_H_ #include "lighting/lightInfo.h" #endif #ifndef _GFXTEXTUREHANDLE_H_ #include "gfx/gfxTextureHandle.h" #endif #ifndef _GFXTARGET_H_ #include "gfx/gfxTarget.h" #endif #ifndef _TDICTIONARY_H_ #include "core/util/tDictionary.h" #endif #ifndef _LIGHTSHADOWMAP_H_ #include "lighting/shadowMap/lightShadowMap.h" #endif #ifndef _GFXPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #endif #ifndef _GFXVERTEXBUFFER_H_ #include "gfx/gfxVertexBuffer.h" #endif class AvailableSLInterfaces; class AdvancedLightBinManager; class RenderDeferredMgr; class BaseMatInstance; class MaterialParameters; class MaterialParameterHandle; class GFXShader; class GFXShaderConstHandle; class ShadowMapManager; class AdvancedLightManager : public LightManager { typedef LightManager Parent; public: /// Return the lightBinManager for this light manager. AdvancedLightBinManager* getLightBinManager() { return mLightBinManager; } RenderDeferredMgr* getDeferredRenderBin() { return mDeferredRenderBin; } // LightManager virtual bool isCompatible() const; virtual void activate( SceneManager *sceneManager ); virtual void deactivate(); virtual void registerGlobalLight(LightInfo *light, SimObject *obj); virtual void unregisterAllLights(); virtual void setLightInfo( ProcessedMaterial *pmat, const Material *mat, const SceneData &sgData, const SceneRenderState *state, U32 pass, GFXShaderConstBuffer *shaderConsts ); virtual bool setTextureStage( const SceneData &sgData, const U32 currTexFlag, const U32 textureSlot, GFXShaderConstBuffer *shaderConsts, ShaderConstHandles *handles ); typedef GFXVertexPC LightVertex; GFXVertexBufferHandle getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives ); GFXVertexBufferHandle getConeMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives ); LightShadowMap* findShadowMapForObject( SimObject *object ); #ifndef TORQUE_BASIC_LIGHTING static F32 getShadowFilterDistance() { return smProjectedShadowFilterDistance; } #endif protected: // LightManager virtual void _addLightInfoEx( LightInfo *lightInfo ); virtual void _initLightFields(); /// A simple protected singleton. Use LightManager::findByName() /// to access this light manager. /// @see LightManager::findByName() static AdvancedLightManager smSingleton; // These are protected because we're a singleton and // no one else should be creating us! AdvancedLightManager(); virtual ~AdvancedLightManager(); SimObjectPtr mLightBinManager; SimObjectPtr mDeferredRenderBin; LightConstantMap mConstantLookup; GFXShaderRef mLastShader; LightingShaderConstants* mLastConstants; // Convex geometry for lights GFXVertexBufferHandle mSphereGeometry; GFXPrimitiveBufferHandle mSphereIndices; U32 mSpherePrimitiveCount; GFXVertexBufferHandle mConeGeometry; GFXPrimitiveBufferHandle mConeIndices; U32 mConePrimitiveCount; LightingShaderConstants* getLightingShaderConstants(GFXShaderConstBuffer* shader); #ifndef TORQUE_BASIC_LIGHTING /// This is used to determine the distance /// at which the shadow filtering PostEffect /// will be enabled for ProjectedShadow. static F32 smProjectedShadowFilterDistance; #endif }; #endif // _ADVANCEDLIGHTMANAGER_H_