105 lines
3.3 KiB
C++
105 lines
3.3 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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#ifndef RENDERER_LIGHT_H
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#define RENDERER_LIGHT_H
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#include <RendererConfig.h>
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#include <RendererColor.h>
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#include <RendererMaterial.h>
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#include <RendererProjection.h>
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namespace SampleRenderer
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{
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class RendererLightDesc;
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class Renderer;
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class RendererLight
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{
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friend class Renderer;
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public:
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enum Type
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{
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TYPE_POINT = 0,
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TYPE_DIRECTIONAL,
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TYPE_SPOT,
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NUM_TYPES
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}_Type;
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protected:
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RendererLight(const RendererLightDesc &desc);
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virtual ~RendererLight(void);
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public:
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void release(void);
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Type getType(void) const;
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RendererMaterial::Pass getPass(void) const;
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const RendererColor &getColor(void) const;
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void setColor(const RendererColor &color);
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float getIntensity(void) const;
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void setIntensity(float intensity);
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bool isLocked(void) const;
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RendererTexture2D *getShadowMap(void) const;
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void setShadowMap(RendererTexture2D *shadowMap);
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const physx::PxTransform &getShadowTransform(void) const { return m_shadowTransform; }
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void setShadowTransform(const physx::PxTransform &shadowTransform) { m_shadowTransform = shadowTransform; }
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const RendererProjection &getShadowProjection(void) const;
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void setShadowProjection(const RendererProjection &shadowProjection);
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private:
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RendererLight &operator=(const RendererLight &) { return *this; }
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virtual void bind(void) const = 0;
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protected:
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const Type m_type;
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RendererColor m_color;
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float m_intensity;
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RendererTexture2D *m_shadowMap;
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physx::PxTransform m_shadowTransform;
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RendererProjection m_shadowProjection;
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private:
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Renderer *m_renderer;
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};
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} // namespace SampleRenderer
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#endif
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