// // 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_OPENGL) #include "OGLRendererSpotLight.h" using namespace SampleRenderer; OGLRendererSpotLight::OGLRendererSpotLight(const RendererSpotLightDesc &desc, OGLRenderer &renderer) : RendererSpotLight(desc) #if defined(RENDERER_ENABLE_CG) , m_cgenv(renderer.getCGEnvironment()) #endif { } OGLRendererSpotLight::~OGLRendererSpotLight(void) { } void OGLRendererSpotLight::bind(void) const { #if defined(RENDERER_ENABLE_CG) setColorParameter(m_cgenv.lightColor, m_color); cgSetParameter1f( m_cgenv.lightIntensity, m_intensity); cgSetParameter3fv(m_cgenv.lightDirection, &m_direction.x); cgSetParameter3fv(m_cgenv.lightPosition, &m_position.x); cgSetParameter1f( m_cgenv.lightInnerRadius, m_innerRadius); cgSetParameter1f( m_cgenv.lightOuterRadius, m_outerRadius); cgSetParameter1f( m_cgenv.lightInnerCone, m_innerCone); cgSetParameter1f( m_cgenv.lightOuterCone, m_outerCone); #endif } #endif