cubeLightShadowMap.h
Engine/source/lighting/shadowMap/cubeLightShadowMap.h
Classes:
class
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 _CUBELIGHTSHADOWMAP_H_ 25#define _CUBELIGHTSHADOWMAP_H_ 26 27#ifndef _LIGHTSHADOWMAP_H_ 28#include "lighting/shadowMap/lightShadowMap.h" 29#endif 30#ifndef _GFXCUBEMAP_H_ 31#include "gfx/gfxCubemap.h" 32#endif 33 34 35class CubeLightShadowMap : public LightShadowMap 36{ 37 typedef LightShadowMap Parent; 38 39public: 40 41 CubeLightShadowMap( LightInfo *light ); 42 43 // LightShadowMap 44 virtual bool hasShadowTex() const { return mCubemap.isValid(); } 45 virtual ShadowType getShadowType() const { return ShadowType_CubeMap; } 46 virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ); 47 virtual void setShaderParameters( GFXShaderConstBuffer* params, LightingShaderConstants* lsc ); 48 virtual void releaseTextures(); 49 virtual bool setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc ); 50 51protected: 52 53 /// The shadow cubemap. 54 GFXCubemapHandle mCubemap; 55 56}; 57 58#endif // _CUBELIGHTSHADOWMAP_H_ 59