shadowManager.cpp 2.9 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. #include "console/engineAPI.h"
  27. const String ShadowManager::ManagerTypeName("ShadowManager");
  28. //------------------------------------------------------------------------------
  29. bool ShadowManager::canActivate()
  30. {
  31. return true;
  32. }
  33. //------------------------------------------------------------------------------
  34. void ShadowManager::activate()
  35. {
  36. mSceneManager = gClientSceneGraph; //;getWorld()->findWorldManager<SceneManager>();
  37. }
  38. //------------------------------------------------------------------------------
  39. SceneManager* ShadowManager::getSceneManager()
  40. {
  41. return mSceneManager;
  42. }
  43. //------------------------------------------------------------------------------
  44. //------------------------------------------------------------------------------
  45. // Runtime switching of shadow systems. Requires correct world to be pushed at console.
  46. DefineEngineFunction( setShadowManager, bool, (const char* sShadowSystemName), (""), "string sShadowSystemName")
  47. {
  48. /*
  49. // Make sure this new one exists
  50. ShadowManager * newSM = dynamic_cast<ShadowManager*>(ConsoleObject::create(argv[1]));
  51. if (!newSM)
  52. return false;
  53. // Cleanup current
  54. ShadowManager * currentSM = world->findWorldManager<ShadowManager>();
  55. if (currentSM)
  56. {
  57. currentSM->deactivate();
  58. world->removeWorldManager(currentSM);
  59. delete currentSM;
  60. }
  61. // Add to world and init.
  62. world->addWorldManager(newSM);
  63. newSM->activate();
  64. MaterialManager::get()->reInitInstances();
  65. */
  66. return true;
  67. }