// // 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 #if defined(RENDERER_ENABLE_DIRECT3D11) #include "D3D11RendererSpotLight.h" #include "D3D11RendererTexture2D.h" using namespace SampleRenderer; D3D11RendererSpotLight::D3D11RendererSpotLight(D3D11Renderer& renderer, const RendererSpotLightDesc& desc) : RendererSpotLight(desc), m_renderer(renderer) { } D3D11RendererSpotLight::~D3D11RendererSpotLight(void) { } void D3D11RendererSpotLight::bind(PxU32 lightIndex) const { if (lightIndex < RENDERER_MAX_LIGHTS) { D3D11Renderer::D3D11ShaderEnvironment& shaderEnv = m_renderer.getShaderEnvironment(); convertToD3D11(shaderEnv.lightColor[lightIndex], m_color); shaderEnv.lightPosition[lightIndex] = m_position; shaderEnv.lightDirection[lightIndex] = m_direction; shaderEnv.lightIntensity[lightIndex] = m_intensity; shaderEnv.lightInnerRadius[lightIndex] = m_innerRadius; shaderEnv.lightOuterRadius[lightIndex] = m_outerRadius; shaderEnv.lightInnerCone[lightIndex] = m_innerCone; shaderEnv.lightOuterCone[lightIndex] = m_outerCone; shaderEnv.lightType[lightIndex] = RendererMaterial::PASS_SPOT_LIGHT; shaderEnv.lightShadowMap = m_shadowMap ? static_cast(m_shadowMap) : NULL; buildProjectMatrix(&shaderEnv.lightShadowMatrix.column0.x, m_shadowProjection, m_shadowTransform); shaderEnv.bindLight(lightIndex); } } #endif // #if defined(RENDERER_ENABLE_DIRECT3D11)