singleLightShadowMap.h 2.0 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 _SINGLELIGHTSHADOWMAP_H_
  23. #define _SINGLELIGHTSHADOWMAP_H_
  24. #ifndef _LIGHTSHADOWMAP_H_
  25. #include "lighting/shadowMap/lightShadowMap.h"
  26. #endif
  27. //
  28. // SingleLightShadowMap, holds the shadow map and various other things for a light.
  29. //
  30. // This represents everything we need to render the shadowmap for one light.
  31. class SingleLightShadowMap : public LightShadowMap
  32. {
  33. public:
  34. SingleLightShadowMap( LightInfo *light );
  35. ~SingleLightShadowMap();
  36. // LightShadowMap
  37. virtual ShadowType getShadowType() const { return ShadowType_Spot; }
  38. virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState );
  39. virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc);
  40. };
  41. #endif // _SINGLELIGHTSHADOWMAP_H_