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PhysX4.1/physx/samples/sampleframework/renderer/include/RendererLight.h
2025-11-28 23:13:44 +05:30

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//
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// modification, are permitted provided that the following conditions
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// * Redistributions of source code must retain the above copyright
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// contributors may be used to endorse or promote products derived
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
#ifndef RENDERER_LIGHT_H
#define RENDERER_LIGHT_H
#include <RendererConfig.h>
#include <RendererColor.h>
#include <RendererMaterial.h>
#include <RendererProjection.h>
namespace SampleRenderer
{
class RendererLightDesc;
class Renderer;
class RendererLight
{
friend class Renderer;
public:
enum Type
{
TYPE_POINT = 0,
TYPE_DIRECTIONAL,
TYPE_SPOT,
NUM_TYPES
}_Type;
protected:
RendererLight(const RendererLightDesc &desc);
virtual ~RendererLight(void);
public:
void release(void);
Type getType(void) const;
RendererMaterial::Pass getPass(void) const;
const RendererColor &getColor(void) const;
void setColor(const RendererColor &color);
float getIntensity(void) const;
void setIntensity(float intensity);
bool isLocked(void) const;
RendererTexture2D *getShadowMap(void) const;
void setShadowMap(RendererTexture2D *shadowMap);
const physx::PxTransform &getShadowTransform(void) const { return m_shadowTransform; }
void setShadowTransform(const physx::PxTransform &shadowTransform) { m_shadowTransform = shadowTransform; }
const RendererProjection &getShadowProjection(void) const;
void setShadowProjection(const RendererProjection &shadowProjection);
private:
RendererLight &operator=(const RendererLight &) { return *this; }
virtual void bind(void) const = 0;
protected:
const Type m_type;
RendererColor m_color;
float m_intensity;
RendererTexture2D *m_shadowMap;
physx::PxTransform m_shadowTransform;
RendererProjection m_shadowProjection;
private:
Renderer *m_renderer;
};
} // namespace SampleRenderer
#endif