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- //-----------------------------------------------------------------------------
- // 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 _BASICLIGHTMANAGER_H_
- #define _BASICLIGHTMANAGER_H_
- #ifndef _LIGHTMANAGER_H_
- #include "lighting/lightManager.h"
- #endif
- #ifndef _TDICTIONARY_H_
- #include "core/util/tDictionary.h"
- #endif
- #ifndef _GFXSHADER_H_
- #include "gfx/gfxShader.h"
- #endif
- #ifndef _SIMOBJECT_H_
- #include "console/simObject.h"
- #endif
- #ifndef _TSINGLETON_H_
- #include "core/util/tSingleton.h"
- #endif
- class AvailableSLInterfaces;
- class GFXShaderConstHandle;
- class RenderDeferredMgr;
- class PlatformTimer;
- class blTerrainSystem;
- class BasicLightManager : public LightManager
- {
- typedef LightManager Parent;
- // For access to protected constructor.
- friend class ManagedSingleton<BasicLightManager>;
- public:
- // LightManager
- virtual bool isCompatible() const;
- virtual void activate( SceneManager *sceneManager );
- virtual void deactivate();
- 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) { return false; }
- static F32 getShadowFilterDistance() { return smProjectedShadowFilterDistance; }
- protected:
- // LightManager
- virtual void _addLightInfoEx( LightInfo *lightInfo ) { }
- virtual void _initLightFields() { }
- void _onPreRender( SceneManager *sceneManger, const SceneRenderState *state );
- // These are protected because we're a singleton and
- // no one else should be creating us!
- BasicLightManager();
- virtual ~BasicLightManager();
- SimObjectPtr<RenderDeferredMgr> mDeferredRenderBin;
- struct LightingShaderConstants
- {
- bool mInit;
- GFXShaderRef mShader;
- GFXShaderConstHandle *mLightPosition;
- GFXShaderConstHandle *mLightDiffuse;
- GFXShaderConstHandle *mLightAmbient;
- GFXShaderConstHandle *mLightConfigDataSC;
- GFXShaderConstHandle *mLightSpotDir;
- GFXShaderConstHandle *mLightSpotParamsSC;
- GFXShaderConstHandle* mHasVectorLightSC;
- GFXShaderConstHandle* mVectorLightDirectionSC;
- GFXShaderConstHandle* mVectorLightColorSC;
- GFXShaderConstHandle* mVectorLightBrightnessSC;
- LightingShaderConstants();
- ~LightingShaderConstants();
- void init( GFXShader *shader );
- void _onShaderReload();
- };
- typedef Map<GFXShader*, LightingShaderConstants*> LightConstantMap;
- LightConstantMap mConstantLookup;
- GFXShaderRef mLastShader;
- LightingShaderConstants* mLastConstants;
-
- /// Statics used for light manager/projected shadow metrics.
- static U32 smActiveShadowPlugins;
- static U32 smShadowsUpdated;
- static U32 smElapsedUpdateMs;
- /// This is used to determine the distance
- /// at which the shadow filtering PostEffect
- /// will be enabled for ProjectedShadow.
- static F32 smProjectedShadowFilterDistance;
- /// A timer used for tracking update time.
- PlatformTimer *mTimer;
-
- blTerrainSystem* mTerrainSystem;
- public:
- // For ManagedSingleton.
- static const char* getSingletonName() { return "BasicLightManager"; }
- };
- #define BLM ManagedSingleton<BasicLightManager>::instance()
- #endif // _BASICLIGHTMANAGER_H_
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