// // 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 "GLES2RendererDirectionalLight.h" #include "GLES2RendererMaterial.h" #include "GLES2Renderer.h" #include "RendererMaterialInstance.h" #if defined(RENDERER_ENABLE_GLES2) namespace SampleRenderer { GLES2RendererDirectionalLight::GLES2RendererDirectionalLight(const RendererDirectionalLightDesc &desc, GLES2Renderer &renderer, GLfloat (&_lightColor)[3], GLfloat& _lightIntensity, GLfloat (&_lightDirection)[3]) : RendererDirectionalLight(desc), m_lightColor(_lightColor), m_lightIntensity(_lightIntensity), m_lightDirection(_lightDirection) { } GLES2RendererDirectionalLight::~GLES2RendererDirectionalLight(void) { } extern GLES2RendererMaterial* g_hackCurrentMat; extern RendererMaterialInstance* g_hackCurrentMatInstance; void GLES2RendererDirectionalLight::bind(void) const { m_lightColor[0] = m_color.r/255.0f; m_lightColor[1] = m_color.g/255.0f; m_lightColor[2] = m_color.b/255.0f; m_lightIntensity = m_intensity; m_lightDirection[0] = m_direction.x; m_lightDirection[1] = m_direction.y; m_lightDirection[2] = m_direction.z; } } #endif // #if defined(RENDERER_ENABLE_GLES2)