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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 _CUBELIGHTSHADOWMAP_H_
- #define _CUBELIGHTSHADOWMAP_H_
- #ifndef _LIGHTSHADOWMAP_H_
- #include "lighting/shadowMap/lightShadowMap.h"
- #endif
- #ifndef _GFXCUBEMAP_H_
- #include "gfx/gfxCubemap.h"
- #endif
- class CubeLightShadowMap : public LightShadowMap
- {
- typedef LightShadowMap Parent;
- public:
- CubeLightShadowMap( LightInfo *light );
- // LightShadowMap
- virtual bool hasShadowTex() const { return mCubemap.isValid(); }
- virtual ShadowType getShadowType() const { return ShadowType_CubeMap; }
- virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
- virtual void setShaderParameters( GFXShaderConstBuffer* params, LightingShaderConstants* lsc );
- virtual void releaseTextures();
- virtual bool setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc );
- protected:
- /// The shadow cubemap.
- GFXCubemapHandle mCubemap;
- };
- #endif // _CUBELIGHTSHADOWMAP_H_
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