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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) 2008-2017 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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