// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #include #include #include 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; }