shadowManager.cpp 2.8 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "lighting/shadowManager.h"
  24. #include "scene/sceneManager.h"
  25. #include "materials/materialManager.h"
  26. const String ShadowManager::ManagerTypeName("ShadowManager");
  27. //------------------------------------------------------------------------------
  28. bool ShadowManager::canActivate()
  29. {
  30. return true;
  31. }
  32. //------------------------------------------------------------------------------
  33. void ShadowManager::activate()
  34. {
  35. mSceneManager = gClientSceneGraph; //;getWorld()->findWorldManager<SceneManager>();
  36. }
  37. //------------------------------------------------------------------------------
  38. SceneManager* ShadowManager::getSceneManager()
  39. {
  40. return mSceneManager;
  41. }
  42. //------------------------------------------------------------------------------
  43. //------------------------------------------------------------------------------
  44. // Runtime switching of shadow systems. Requires correct world to be pushed at console.
  45. ConsoleFunction( setShadowManager, bool, 1, 3, "string sShadowSystemName" )
  46. {
  47. /*
  48. // Make sure this new one exists
  49. ShadowManager * newSM = dynamic_cast<ShadowManager*>(ConsoleObject::create(argv[1]));
  50. if (!newSM)
  51. return false;
  52. // Cleanup current
  53. ShadowManager * currentSM = world->findWorldManager<ShadowManager>();
  54. if (currentSM)
  55. {
  56. currentSM->deactivate();
  57. world->removeWorldManager(currentSM);
  58. delete currentSM;
  59. }
  60. // Add to world and init.
  61. world->addWorldManager(newSM);
  62. newSM->activate();
  63. MaterialManager::get()->reInitInstances();
  64. */
  65. return true;
  66. }