shadowManager.h
Engine/source/lighting/shadowManager.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 _SHADOWMANAGER_H_ 25#define _SHADOWMANAGER_H_ 26 27#ifndef _TSIGNAL_H_ 28#include "core/util/tSignal.h" 29#endif 30#ifndef _TORQUE_STRING_H_ 31#include "core/util/str.h" 32#endif 33 34class SceneManager; 35 36class ShadowManager 37{ 38public: 39 ShadowManager() : mSceneManager(NULL) {} 40 virtual ~ShadowManager() { } 41 42 // Called when the shadow manager should become active 43 virtual void activate(); 44 45 // Called when we don't want the shadow manager active (should clean up) 46 virtual void deactivate() { } 47 48 // Return an "id" that other systems can use to load different versions of assets (custom shaders, etc.) 49 // Should be short and contain no spaces and safe for filename use. 50 //virtual const char* getId() const = 0; 51 52 // SceneManager manager 53 virtual SceneManager* getSceneManager(); 54 55 // Called to find out if it is valid to activate this shadow system. If not, we should print out 56 // a console warning explaining why. 57 virtual bool canActivate(); 58 59 // SimWorldManager 60 static const String ManagerTypeName; 61 const String & getManagerTypeName() const { return ManagerTypeName; } 62 63private: 64 SceneManager* mSceneManager; 65}; 66 67#endif // _SHADOWMANAGER_H_ 68