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// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef RENDERER_SPOT_LIGHT_H
#define RENDERER_SPOT_LIGHT_H
#include <RendererLight.h>
namespace SampleRenderer
{
class RendererSpotLightDesc;
class RendererSpotLight : public RendererLight
{
protected:
RendererSpotLight(const RendererSpotLightDesc &desc);
virtual ~RendererSpotLight(void);
public:
const PxVec3 &getPosition(void) const;
void setPosition(const PxVec3 &pos);
const PxVec3 &getDirection(void) const;
void setDirection(const PxVec3 &dir);
PxF32 getInnerRadius(void) const;
PxF32 getOuterRadius(void) const;
void setRadius(PxF32 innerRadius, PxF32 outerRadius);
PxF32 getInnerCone(void) const;
PxF32 getOuterCone(void) const;
void setCone(PxF32 innerCone, PxF32 outerCone);
protected:
PxVec3 m_position;
PxVec3 m_direction;
PxF32 m_innerRadius;
PxF32 m_outerRadius;
PxF32 m_innerCone;
PxF32 m_outerCone;
};
} // namespace SampleRenderer
#endif
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