Torque3D Documentation / _generateds / basicSceneObjectLightingPlugin.h

basicSceneObjectLightingPlugin.h

Engine/source/lighting/basic/basicSceneObjectLightingPlugin.h

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Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#ifndef _BASICSCENEOBJECTLIGHTINGPLUGIN_H_
 25#define _BASICSCENEOBJECTLIGHTINGPLUGIN_H_
 26
 27#ifndef _SCENEOBJECTLIGHTINGPLUGIN_H_
 28#include "scene/sceneObjectLightingPlugin.h"
 29#endif
 30
 31#ifndef _SCENEOBJECT_H_
 32#include "scene/sceneObject.h"
 33#endif
 34
 35#ifndef _TSINGLETON_H_
 36#include "core/util/tSingleton.h"
 37#endif
 38
 39
 40class ShadowBase;
 41
 42class BasicSceneObjectLightingPlugin : public SceneObjectLightingPlugin
 43{
 44private:
 45
 46   ShadowBase* mShadow;
 47   SceneObject* mParentObject;
 48
 49   static Vector<BasicSceneObjectLightingPlugin*> smPluginInstances;
 50   
 51public:
 52   BasicSceneObjectLightingPlugin(SceneObject* parent);
 53   ~BasicSceneObjectLightingPlugin();
 54
 55   static Vector<BasicSceneObjectLightingPlugin*>* getPluginInstances() { return &smPluginInstances; }
 56
 57   static void cleanupPluginInstances();
 58   static void resetAll();
 59
 60   const F32 getScore() const;
 61
 62   // Called from BasicLightManager
 63   virtual void updateShadow( SceneRenderState *state );
 64   virtual void renderShadow( SceneRenderState *state );
 65
 66   // Called by statics
 67   virtual U32  packUpdate(SceneObject* obj, U32 checkMask, NetConnection *conn, U32 mask, BitStream *stream) { return 0; }
 68   virtual void unpackUpdate(SceneObject* obj, NetConnection *conn, BitStream *stream) { }
 69
 70   virtual void reset();
 71};
 72
 73class BasicSceneObjectPluginFactory : public ManagedSingleton< BasicSceneObjectPluginFactory >
 74{
 75protected:
 76
 77   /// Called from the light manager on activation.
 78   /// @see LightManager::addActivateCallback
 79   void _onLMActivate( const char *lm, bool enable );   
 80   
 81   void _onDecalManagerClear();
 82
 83   void removeLightPlugin(SceneObject* obj);
 84   void addLightPlugin(SceneObject* obj);
 85   void addToExistingObjects();
 86
 87   bool mEnabled;
 88
 89public:
 90
 91   BasicSceneObjectPluginFactory();
 92   ~BasicSceneObjectPluginFactory();
 93   
 94   // For ManagedSingleton.
 95   static const char* getSingletonName() { return "BasicSceneObjectPluginFactory"; }
 96   
 97   void _setEnabled();
 98};
 99
100#endif // !_BASICSCENEOBJECTLIGHTINGPLUGIN_H_
101