shadowManager.cpp
Engine/source/lighting/shadowManager.cpp
Public Functions
DefineEngineFunction(setShadowManager , bool , (const char *sShadowSystemName) , ("") , "string sShadowSystemName" )
Detailed Description
Public Functions
DefineEngineFunction(setShadowManager , bool , (const char *sShadowSystemName) , ("") , "string sShadowSystemName" )
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#include "platform/platform.h" 25#include "lighting/shadowManager.h" 26 27#include "scene/sceneManager.h" 28#include "materials/materialManager.h" 29#include "console/engineAPI.h" 30 31const String ShadowManager::ManagerTypeName("ShadowManager"); 32 33//------------------------------------------------------------------------------ 34 35bool ShadowManager::canActivate() 36{ 37 return true; 38} 39 40//------------------------------------------------------------------------------ 41 42void ShadowManager::activate() 43{ 44 mSceneManager = gClientSceneGraph; //;getWorld()->findWorldManager<SceneManager>(); 45} 46 47//------------------------------------------------------------------------------ 48 49SceneManager* ShadowManager::getSceneManager() 50{ 51 return mSceneManager; 52} 53 54//------------------------------------------------------------------------------ 55//------------------------------------------------------------------------------ 56 57// Runtime switching of shadow systems. Requires correct world to be pushed at console. 58DefineEngineFunction( setShadowManager, bool, (const char* sShadowSystemName), (""), "string sShadowSystemName") 59{ 60 /* 61 // Make sure this new one exists 62 ShadowManager * newSM = dynamic_cast<ShadowManager*>(ConsoleObject::create(argv[1])); 63 if (!newSM) 64 return false; 65 66 // Cleanup current 67 ShadowManager * currentSM = world->findWorldManager<ShadowManager>(); 68 if (currentSM) 69 { 70 currentSM->deactivate(); 71 world->removeWorldManager(currentSM); 72 delete currentSM; 73 } 74 75 // Add to world and init. 76 world->addWorldManager(newSM); 77 newSM->activate(); 78 MaterialManager::get()->reInitInstances(); 79 */ 80 return true; 81} 82