Graphics/Light: Change the way lights are queued

Former-commit-id: 18cf919c3b221425624a4db15c59699abfba6fc7
This commit is contained in:
Lynix
2015-05-27 00:15:12 +02:00
parent a92a58301a
commit 367ec18217
3 changed files with 57 additions and 14 deletions

View File

@@ -7,19 +7,19 @@
NzAbstractRenderQueue::~NzAbstractRenderQueue() = default;
void NzAbstractRenderQueue::AddDirectionalLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& direction)
void NzAbstractRenderQueue::AddDirectionalLight(const DirectionalLight& light)
{
directionalLights.push_back(DirectionalLight{color, direction, ambientFactor, diffuseFactor});
directionalLights.push_back(light);
}
void NzAbstractRenderQueue::AddPointLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, float radius, float attenuation)
void NzAbstractRenderQueue::AddPointLight(const PointLight& light)
{
pointLights.push_back(PointLight{color, position, ambientFactor, attenuation, diffuseFactor, radius});
pointLights.push_back(light);
}
void NzAbstractRenderQueue::AddSpotLight(const NzColor& color, float ambientFactor, float diffuseFactor, const NzVector3f& position, const NzVector3f& direction, float radius, float attenuation, float innerAngle, float outerAngle)
void NzAbstractRenderQueue::AddSpotLight(const SpotLight& light)
{
spotLights.push_back(SpotLight{color, direction, position, ambientFactor, attenuation, diffuseFactor, innerAngle, outerAngle, radius});
spotLights.push_back(light);
}
void NzAbstractRenderQueue::Clear(bool fully)

View File

@@ -33,15 +33,50 @@ void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatri
switch (m_type)
{
case nzLightType_Directional:
renderQueue->AddDirectionalLight(m_color, m_ambientFactor, m_diffuseFactor, transformMatrix.Transform(NzVector3f::Forward(), 0.f));
{
NzAbstractRenderQueue::DirectionalLight light;
light.ambientFactor = m_ambientFactor;
light.color = m_color;
light.diffuseFactor = m_diffuseFactor;
light.direction = transformMatrix.Transform(NzVector3f::Forward(), 0.f);
renderQueue->AddDirectionalLight(light);
break;
}
case nzLightType_Point:
renderQueue->AddPointLight(m_color, m_ambientFactor, m_diffuseFactor, transformMatrix.GetTranslation(), m_radius, m_attenuation);
{
NzAbstractRenderQueue::PointLight light;
light.ambientFactor = m_ambientFactor;
light.attenuation = m_attenuation;
light.color = m_color;
light.diffuseFactor = m_diffuseFactor;
light.invRadius = m_invRadius;
light.position = transformMatrix.GetTranslation();
light.radius = m_radius;
renderQueue->AddPointLight(light);
break;
}
case nzLightType_Spot:
renderQueue->AddSpotLight(m_color, m_ambientFactor, m_diffuseFactor, transformMatrix.GetTranslation(), transformMatrix.Transform(NzVector3f::Forward(), 0.f), m_radius, m_attenuation, m_innerAngle, m_outerAngle);
{
NzAbstractRenderQueue::SpotLight light;
light.ambientFactor = m_ambientFactor;
light.attenuation = m_attenuation;
light.color = m_color;
light.diffuseFactor = m_diffuseFactor;
light.direction = transformMatrix.Transform(NzVector3f::Forward(), 0.f);
light.innerAngleCosine = m_innerAngleCosine;
light.invRadius = m_invRadius;
light.outerAngleCosine = m_outerAngleCosine;
light.outerAngleTangent = m_outerAngleTangent;
light.position = transformMatrix.GetTranslation();
light.radius = m_radius;
renderQueue->AddSpotLight(light);
break;
}
default:
NazaraError("Invalid light type (0x" + NzString::Number(m_type, 16) + ')');