Torque3D Documentation / _generateds / shadowManager.h

shadowManager.h

Engine/source/lighting/shadowManager.h

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 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