// 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. #ifndef RENDERER_LIGHT_H #define RENDERER_LIGHT_H #include #include #include #include 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