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//
// 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 <RendererLight.h>
#include <RendererLightDesc.h>
#include <Renderer.h>
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;
}
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