singleLightShadowMap.h
Engine/source/lighting/shadowMap/singleLightShadowMap.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#ifndef _SINGLELIGHTSHADOWMAP_H_ 24#define _SINGLELIGHTSHADOWMAP_H_ 25 26#ifndef _LIGHTSHADOWMAP_H_ 27#include "lighting/shadowMap/lightShadowMap.h" 28#endif 29 30// 31// SingleLightShadowMap, holds the shadow map and various other things for a light. 32// 33// This represents everything we need to render the shadowmap for one light. 34class SingleLightShadowMap : public LightShadowMap 35{ 36public: 37 SingleLightShadowMap( LightInfo *light ); 38 ~SingleLightShadowMap(); 39 40 // LightShadowMap 41 virtual ShadowType getShadowType() const { return ShadowType_Spot; } 42 virtual void _render( RenderPassManager* renderPass, const SceneRenderState *diffuseState ); 43 virtual void setShaderParameters(GFXShaderConstBuffer* params, LightingShaderConstants* lsc); 44}; 45 46 47#endif // _SINGLELIGHTSHADOWMAP_H_ 48