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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_OPENGL)
#include "OGLRendererDirectionalLight.h"
using namespace SampleRenderer;
OGLRendererDirectionalLight::OGLRendererDirectionalLight(const RendererDirectionalLightDesc &desc, OGLRenderer &renderer)
: RendererDirectionalLight(desc)
#if defined(RENDERER_ENABLE_CG)
, m_cgenv(renderer.getCGEnvironment())
#endif
{
}
OGLRendererDirectionalLight::~OGLRendererDirectionalLight(void)
{
}
void OGLRendererDirectionalLight::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);
#endif
}
#endif // #if defined(RENDERER_ENABLE_OPENGL)
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