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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 _ADVANCEDLIGHTMANAGER_H_
- #define _ADVANCEDLIGHTMANAGER_H_
- #ifndef _SIMOBJECT_H_
- #include "console/simObject.h"
- #endif
- #ifndef _LIGHTMANAGER_H_
- #include "lighting/lightManager.h"
- #endif
- #ifndef _LIGHTINFO_H_
- #include "lighting/lightInfo.h"
- #endif
- #ifndef _GFXTEXTUREHANDLE_H_
- #include "gfx/gfxTextureHandle.h"
- #endif
- #ifndef _GFXTARGET_H_
- #include "gfx/gfxTarget.h"
- #endif
- #ifndef _TDICTIONARY_H_
- #include "core/util/tDictionary.h"
- #endif
- #ifndef _LIGHTSHADOWMAP_H_
- #include "lighting/shadowMap/lightShadowMap.h"
- #endif
- #ifndef _GFXPRIMITIVEBUFFER_H_
- #include "gfx/gfxPrimitiveBuffer.h"
- #endif
- #ifndef _GFXVERTEXBUFFER_H_
- #include "gfx/gfxVertexBuffer.h"
- #endif
- class AvailableSLInterfaces;
- class AdvancedLightBinManager;
- class RenderDeferredMgr;
- class BaseMatInstance;
- class MaterialParameters;
- class MaterialParameterHandle;
- class GFXShader;
- class GFXShaderConstHandle;
- class ShadowMapManager;
- class AdvancedLightManager : public LightManager
- {
- typedef LightManager Parent;
- public:
- /// Return the lightBinManager for this light manager.
- AdvancedLightBinManager* getLightBinManager() { return mLightBinManager; }
- RenderDeferredMgr* getDeferredRenderBin() { return mDeferredRenderBin; }
- // LightManager
- virtual bool isCompatible() const;
- virtual void activate( SceneManager *sceneManager );
- virtual void deactivate();
- virtual void registerGlobalLight(LightInfo *light, SimObject *obj);
- virtual void unregisterAllLights();
- 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 );
- typedef GFXVertexPC LightVertex;
- GFXVertexBufferHandle<LightVertex> getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives );
- GFXVertexBufferHandle<LightVertex> getConeMesh(U32 &outNumPrimitives, GFXPrimitiveBuffer *&outPrimitives );
- LightShadowMap* findShadowMapForObject( SimObject *object );
- #ifndef TORQUE_BASIC_LIGHTING
- static F32 getShadowFilterDistance() { return smProjectedShadowFilterDistance; }
- #endif
- protected:
- // LightManager
- virtual void _addLightInfoEx( LightInfo *lightInfo );
- virtual void _initLightFields();
- /// A simple protected singleton. Use LightManager::findByName()
- /// to access this light manager.
- /// @see LightManager::findByName()
- static AdvancedLightManager smSingleton;
- // These are protected because we're a singleton and
- // no one else should be creating us!
- AdvancedLightManager();
- virtual ~AdvancedLightManager();
- SimObjectPtr<AdvancedLightBinManager> mLightBinManager;
- SimObjectPtr<RenderDeferredMgr> mDeferredRenderBin;
- LightConstantMap mConstantLookup;
- GFXShaderRef mLastShader;
- LightingShaderConstants* mLastConstants;
- // Convex geometry for lights
- GFXVertexBufferHandle<LightVertex> mSphereGeometry;
- GFXPrimitiveBufferHandle mSphereIndices;
- U32 mSpherePrimitiveCount;
- GFXVertexBufferHandle<LightVertex> mConeGeometry;
- GFXPrimitiveBufferHandle mConeIndices;
- U32 mConePrimitiveCount;
- LightingShaderConstants* getLightingShaderConstants(GFXShaderConstBuffer* shader);
-
- #ifndef TORQUE_BASIC_LIGHTING
- /// This is used to determine the distance
- /// at which the shadow filtering PostEffect
- /// will be enabled for ProjectedShadow.
- static F32 smProjectedShadowFilterDistance;
- #endif
- };
- #endif // _ADVANCEDLIGHTMANAGER_H_
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