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path: root/PhysX_3.4/Samples/SampleFramework/renderer/src/d3d9/D3D9RendererSpotLight.cpp
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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 <RendererConfig.h>

#if defined(RENDERER_ENABLE_DIRECT3D9)

#include "D3D9RendererSpotLight.h"
#include "D3D9RendererTexture2D.h"

using namespace SampleRenderer;

D3D9RendererSpotLight::D3D9RendererSpotLight(D3D9Renderer &renderer, const RendererSpotLightDesc &desc) :
	RendererSpotLight(desc),
m_renderer(renderer)
{

}

D3D9RendererSpotLight::~D3D9RendererSpotLight(void)
{

}

void D3D9RendererSpotLight::bind(void) const
{
	D3D9Renderer::ShaderEnvironment &shaderEnv = m_renderer.getShaderEnvironment();
	convertToD3D9(shaderEnv.lightColor, m_color);
	shaderEnv.lightIntensity = m_intensity;
	convertToD3D9(shaderEnv.lightPosition,  m_position);
	convertToD3D9(shaderEnv.lightDirection, m_direction);
	shaderEnv.lightInnerRadius = m_innerRadius;
	shaderEnv.lightOuterRadius = m_outerRadius;
	shaderEnv.lightInnerCone   = m_innerCone;
	shaderEnv.lightOuterCone   = m_outerCone;
	shaderEnv.lightShadowMap   = m_shadowMap ? static_cast<D3D9RendererTexture2D*>(m_shadowMap)->m_d3dTexture : 0;
	buildProjectMatrix(shaderEnv.lightShadowMatrix, m_shadowProjection, m_shadowTransform);
}

#endif // #if defined(RENDERER_ENABLE_DIRECT3D9)