Merge pull request #1840 from Azaezel/FIELD_ComponentInspectors_button
[Torque-3d.git] / Engine / source / lighting / shadowManager.cpp
blob68a234c709103c4aa0b983a725b0168e2232b2c1
1 //-----------------------------------------------------------------------------
2 // Copyright (c) 2012 GarageGames, LLC
3 //
4 // Permission is hereby granted, free of charge, to any person obtaining a copy
5 // of this software and associated documentation files (the "Software"), to
6 // deal in the Software without restriction, including without limitation the
7 // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
8 // sell copies of the Software, and to permit persons to whom the Software is
9 // furnished to do so, subject to the following conditions:
11 // The above copyright notice and this permission notice shall be included in
12 // all copies or substantial portions of the Software.
14 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
20 // IN THE SOFTWARE.
21 //-----------------------------------------------------------------------------
23 #include "platform/platform.h"
24 #include "lighting/shadowManager.h"
26 #include "scene/sceneManager.h"
27 #include "materials/materialManager.h"
28 #include "console/engineAPI.h"
30 const String ShadowManager::ManagerTypeName("ShadowManager");
32 //------------------------------------------------------------------------------
34 bool ShadowManager::canActivate()
36 return true;
39 //------------------------------------------------------------------------------
41 void ShadowManager::activate()
43 mSceneManager = gClientSceneGraph; //;getWorld()->findWorldManager<SceneManager>();
46 //------------------------------------------------------------------------------
48 SceneManager* ShadowManager::getSceneManager()
50 return mSceneManager;
53 //------------------------------------------------------------------------------
54 //------------------------------------------------------------------------------
56 // Runtime switching of shadow systems. Requires correct world to be pushed at console.
57 DefineConsoleFunction( setShadowManager, bool, (const char* sShadowSystemName), (""), "string sShadowSystemName")
60 // Make sure this new one exists
61 ShadowManager * newSM = dynamic_cast<ShadowManager*>(ConsoleObject::create(argv[1]));
62 if (!newSM)
63 return false;
65 // Cleanup current
66 ShadowManager * currentSM = world->findWorldManager<ShadowManager>();
67 if (currentSM)
69 currentSM->deactivate();
70 world->removeWorldManager(currentSM);
71 delete currentSM;
74 // Add to world and init.
75 world->addWorldManager(newSM);
76 newSM->activate();
77 MaterialManager::get()->reInitInstances();
79 return true;