Torque3D Documentation / _generateds / cubeLightShadowMap.h

cubeLightShadowMap.h

Engine/source/lighting/shadowMap/cubeLightShadowMap.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 _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