123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108 |
- //-----------------------------------------------------------------------------
- // 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 _SHADOWMAPMANAGER_H_
- #define _SHADOWMAPMANAGER_H_
- #ifndef _TSINGLETON_H_
- #include "core/util/tSingleton.h"
- #endif
- #ifndef _SHADOWMANAGER_H_
- #include "lighting/shadowManager.h"
- #endif
- #ifndef _GFXENUMS_H_
- #include "gfx/gfxEnums.h"
- #endif
- #ifndef _GFXTEXTUREHANDLE_H_
- #include "gfx/gfxTextureHandle.h"
- #endif
- #ifndef _MPOINT4_H_
- #include "math/mPoint4.h"
- #endif
- class LightShadowMap;
- class ShadowMapPass;
- class LightInfo;
- class SceneManager;
- class SceneRenderState;
- class ShadowMapManager : public ShadowManager
- {
- typedef ShadowManager Parent;
- friend class ShadowMapPass;
- public:
- ShadowMapManager();
- virtual ~ShadowMapManager();
- /// Sets the current shadowmap (used in setLightInfo/setTextureStage calls)
- void setLightShadowMap( LightShadowMap *lm ) { mCurrentShadowMap = lm; }
-
- /// Looks up the shadow map for the light then sets it.
- void setLightShadowMapForLight( LightInfo *light );
- /// Return the current shadow map
- LightShadowMap* getCurrentShadowMap() const { return mCurrentShadowMap; }
- ShadowMapPass* getShadowMapPass() const { return mShadowMapPass; }
- // Shadow manager
- virtual void activate();
- virtual void deactivate();
- GFXTextureObject* getTapRotationTex();
- /// The shadow map deactivation signal.
- static Signal<void(void)> smShadowDeactivateSignal;
- static void updateShadowDisable();
- protected:
- void _onTextureEvent( GFXTexCallbackCode code );
- void _onPreRender( SceneManager *sg, const SceneRenderState* state );
- ShadowMapPass *mShadowMapPass;
- LightShadowMap *mCurrentShadowMap;
- ///
- GFXTexHandle mTapRotationTex;
- bool mIsActive;
- public:
- // For ManagedSingleton.
- static const char* getSingletonName() { return "ShadowMapManager"; }
- };
- /// Returns the ShadowMapManager singleton.
- #define SHADOWMGR ManagedSingleton<ShadowMapManager>::instance()
- GFX_DeclareTextureProfile( ShadowMapTexProfile );
- #endif // _SHADOWMAPMANAGER_H_
|