shadowMapManager.h 3.2 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. #ifndef _SHADOWMAPMANAGER_H_
  23. #define _SHADOWMAPMANAGER_H_
  24. #ifndef _TSINGLETON_H_
  25. #include "core/util/tSingleton.h"
  26. #endif
  27. #ifndef _SHADOWMANAGER_H_
  28. #include "lighting/shadowManager.h"
  29. #endif
  30. #ifndef _GFXENUMS_H_
  31. #include "gfx/gfxEnums.h"
  32. #endif
  33. #ifndef _GFXTEXTUREHANDLE_H_
  34. #include "gfx/gfxTextureHandle.h"
  35. #endif
  36. #ifndef _MPOINT4_H_
  37. #include "math/mPoint4.h"
  38. #endif
  39. class LightShadowMap;
  40. class ShadowMapPass;
  41. class LightInfo;
  42. class SceneManager;
  43. class SceneRenderState;
  44. class ShadowMapManager : public ShadowManager
  45. {
  46. typedef ShadowManager Parent;
  47. friend class ShadowMapPass;
  48. public:
  49. ShadowMapManager();
  50. virtual ~ShadowMapManager();
  51. /// Sets the current shadowmap (used in setLightInfo/setTextureStage calls)
  52. void setLightShadowMap( LightShadowMap *lm ) { mCurrentShadowMap = lm; }
  53. /// Looks up the shadow map for the light then sets it.
  54. void setLightShadowMapForLight( LightInfo *light );
  55. /// Return the current shadow map
  56. LightShadowMap* getCurrentShadowMap() const { return mCurrentShadowMap; }
  57. ShadowMapPass* getShadowMapPass() const { return mShadowMapPass; }
  58. // Shadow manager
  59. virtual void activate();
  60. virtual void deactivate();
  61. GFXTextureObject* getTapRotationTex();
  62. /// The shadow map deactivation signal.
  63. static Signal<void(void)> smShadowDeactivateSignal;
  64. static void updateShadowDisable();
  65. protected:
  66. void _onTextureEvent( GFXTexCallbackCode code );
  67. void _onPreRender( SceneManager *sg, const SceneRenderState* state );
  68. ShadowMapPass *mShadowMapPass;
  69. LightShadowMap *mCurrentShadowMap;
  70. ///
  71. GFXTexHandle mTapRotationTex;
  72. bool mIsActive;
  73. public:
  74. // For ManagedSingleton.
  75. static const char* getSingletonName() { return "ShadowMapManager"; }
  76. };
  77. /// Returns the ShadowMapManager singleton.
  78. #define SHADOWMGR ManagedSingleton<ShadowMapManager>::instance()
  79. GFX_DeclareTextureProfile( ShadowMapTexProfile );
  80. #endif // _SHADOWMAPMANAGER_H_