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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleFramework/renderer/src/RendererLight.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
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')
| -rw-r--r-- | PhysX_3.4/Samples/SampleFramework/renderer/src/RendererLight.cpp | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererLight.cpp b/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererLight.cpp new file mode 100644 index 00000000..1e91d124 --- /dev/null +++ b/PhysX_3.4/Samples/SampleFramework/renderer/src/RendererLight.cpp @@ -0,0 +1,124 @@ +// 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; +} + |