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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 _LIGHTMAPPARAMS_H_
- #define _LIGHTMAPPARAMS_H_
- #ifndef _LIGHTINFO_H_
- #include "lighting/lightInfo.h"
- #endif
- class LightMapParams : public LightInfoEx
- {
- public:
- LightMapParams( LightInfo *light );
- virtual ~LightMapParams();
- /// The LightInfoEx hook type.
- static LightInfoExType Type;
- // LightInfoEx
- virtual void set( const LightInfoEx *ex );
- virtual const LightInfoExType& getType() const { return Type; }
- virtual void packUpdate( BitStream *stream ) const;
- virtual void unpackUpdate( BitStream *stream );
- public:
- // We're leaving these public for easy access
- // for console protected fields.
- bool representedInLightmap; ///< This light is represented in lightmaps (static light, default: false)
- LinearColorF shadowDarkenColor; ///< The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
- bool includeLightmappedGeometryInShadow; ///< This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)
- };
- #endif
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