Torque3D Documentation / _generateds / singleLightShadowMap.h

singleLightShadowMap.h

Engine/source/lighting/shadowMap/singleLightShadowMap.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#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