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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleFramework/renderer/src/RendererLight.cpp
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/SampleFramework/renderer/src/RendererLight.cpp')
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+#include <RendererLight.h>
+#include <RendererLightDesc.h>
+
+#include <Renderer.h>
+
+using namespace SampleRenderer;
+
+RendererLight::RendererLight(const RendererLightDesc &desc) :
+m_type(desc.type),
+m_shadowProjection(45, 1, 0.1f, 100.0f)
+{
+ m_renderer = 0;
+ setColor(desc.color);
+ setIntensity(desc.intensity);
+ setShadowMap(desc.shadowMap);
+ setShadowTransform(desc.shadowTransform);
+ setShadowProjection(desc.shadowProjection);
+}
+
+RendererLight::~RendererLight(void)
+{
+ RENDERER_ASSERT(!isLocked(), "Light is locked by a Renderer during release.");
+}
+
+void SampleRenderer::RendererLight::release(void)
+{
+ if (m_renderer) m_renderer->removeLightFromRenderQueue(*this);
+ delete this;
+}
+
+RendererLight::Type RendererLight::getType(void) const
+{
+ return m_type;
+}
+
+RendererMaterial::Pass RendererLight::getPass(void) const
+{
+ RendererMaterial::Pass pass = RendererMaterial::NUM_PASSES;
+ switch(m_type)
+ {
+ case TYPE_POINT: pass = RendererMaterial::PASS_POINT_LIGHT; break;
+ case TYPE_DIRECTIONAL: pass = RendererMaterial::PASS_DIRECTIONAL_LIGHT; break;
+ case TYPE_SPOT: pass = m_shadowMap != NULL ? RendererMaterial::PASS_SPOT_LIGHT : RendererMaterial::PASS_SPOT_LIGHT_NO_SHADOW; break;
+ default: break;
+ }
+ RENDERER_ASSERT(pass < RendererMaterial::NUM_PASSES, "Unable to compute the Pass for the Light.");
+ return pass;
+}
+
+const RendererColor &RendererLight::getColor(void) const
+{
+ return m_color;
+}
+
+void RendererLight::setColor(const RendererColor &color)
+{
+ m_color = color;
+}
+
+float RendererLight::getIntensity(void) const
+{
+ return m_intensity;
+}
+
+void RendererLight::setIntensity(float intensity)
+{
+ RENDERER_ASSERT(intensity >= 0, "Light intensity is negative.");
+ if(intensity >= 0)
+ {
+ m_intensity = intensity;
+ }
+}
+
+bool RendererLight::isLocked(void) const
+{
+ return m_renderer ? true : false;
+}
+
+RendererTexture2D *RendererLight::getShadowMap(void) const
+{
+ return m_shadowMap;
+}
+
+void RendererLight::setShadowMap(RendererTexture2D *shadowMap)
+{
+ m_shadowMap = shadowMap;
+}
+
+const RendererProjection &RendererLight::getShadowProjection(void) const
+{
+ return m_shadowProjection;
+}
+
+void RendererLight::setShadowProjection(const RendererProjection &shadowProjection)
+{
+ m_shadowProjection = shadowProjection;
+}
+