// 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) 2008-2017 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; }