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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.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "lighting/shadowManager.h"
- #include "scene/sceneManager.h"
- #include "materials/materialManager.h"
- #include "console/engineAPI.h"
- const String ShadowManager::ManagerTypeName("ShadowManager");
- //------------------------------------------------------------------------------
- bool ShadowManager::canActivate()
- {
- return true;
- }
- //------------------------------------------------------------------------------
- void ShadowManager::activate()
- {
- mSceneManager = gClientSceneGraph; //;getWorld()->findWorldManager<SceneManager>();
- }
- //------------------------------------------------------------------------------
- SceneManager* ShadowManager::getSceneManager()
- {
- return mSceneManager;
- }
- //------------------------------------------------------------------------------
- //------------------------------------------------------------------------------
- // Runtime switching of shadow systems. Requires correct world to be pushed at console.
- DefineEngineFunction( setShadowManager, bool, (const char* sShadowSystemName), (""), "string sShadowSystemName")
- {
- /*
- // Make sure this new one exists
- ShadowManager * newSM = dynamic_cast<ShadowManager*>(ConsoleObject::create(argv[1]));
- if (!newSM)
- return false;
- // Cleanup current
- ShadowManager * currentSM = world->findWorldManager<ShadowManager>();
- if (currentSM)
- {
- currentSM->deactivate();
- world->removeWorldManager(currentSM);
- delete currentSM;
- }
- // Add to world and init.
- world->addWorldManager(newSM);
- newSM->activate();
- MaterialManager::get()->reInitInstances();
- */
- return true;
- }
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