Added light class
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#ifndef NAZARA_ENUMS_3D_HPP
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#define NAZARA_ENUMS_3D_HPP
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enum nzLightType
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{
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nzLightType_Directional,
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nzLightType_Point,
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nzLightType_Spot,
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nzLightType_Max = nzLightType_Spot
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};
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enum nzSceneNodeType
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{
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nzSceneNodeType_Light,
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nzSceneNodeType_Model,
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nzSceneNodeType_Max = nzSceneNodeType_Model
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_LIGHT_HPP
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#define NAZARA_LIGHT_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/3D/Enums.hpp>
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#include <Nazara/3D/SceneNode.hpp>
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#include <Nazara/Core/Color.hpp>
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class NAZARA_API NzLight : public NzSceneNode
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{
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public:
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NzLight(nzLightType type);
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NzLight(const NzLight& light);
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~NzLight();
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void Apply(unsigned int i = 0) const;
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const NzAxisAlignedBox& GetAABB() const;
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NzColor GetAmbientColor() const;
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float GetAttenuation() const;
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NzColor GetDiffuseColor() const;
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float GetInnerAngle() const;
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float GetOuterAngle() const;
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float GetRadius() const;
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nzSceneNodeType GetSceneNodeType() const;
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NzColor GetSpecularColor() const;
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void SetAmbientColor(const NzColor& ambient);
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void SetAttenuation(float attenuation);
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void SetDiffuseColor(const NzColor& diffuse);
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void SetInnerAngle(float innerAngle);
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void SetOuterAngle(float outerAngle);
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void SetRadius(float radius);
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void SetSpecularColor(const NzColor& specular);
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NzLight& operator=(const NzLight& light);
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private:
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nzLightType m_type;
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NzColor m_ambientColor;
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NzColor m_diffuseColor;
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NzColor m_specularColor;
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float m_attenuation;
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float m_innerAngle;
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float m_outerAngle;
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float m_radius;
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};
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#endif // NAZARA_LIGHT_HPP
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@ -0,0 +1,196 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - 3D Module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/3D/Light.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Math/Basic.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <cstring>
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#include <Nazara/3D/Debug.hpp>
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NzLight::NzLight(nzLightType type) :
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m_type(type),
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m_ambientColor((type == nzLightType_Directional) ? NzColor(50, 50, 50) : NzColor::Black),
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m_diffuseColor(NzColor::White),
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m_specularColor(NzColor::White),
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m_attenuation(0.9f),
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m_innerAngle(15.f),
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m_outerAngle(45.f),
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m_radius(500.f)
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{
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}
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NzLight::NzLight(const NzLight& light)
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{
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std::memcpy(this, &light, sizeof(NzLight)); // Aussi simple que ça
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}
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NzLight::~NzLight() = default;
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void NzLight::Apply(unsigned int i) const
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{
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/*
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struct Light
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{
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int type;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 parameters1;
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vec4 parameters2;
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vec2 parameters3;
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};
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Directional
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-P1: vec3 direction
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Point
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-P1: vec3 position + float attenuation
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-P2: float invRadius
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Spot
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-P1: vec3 position + float attenuation
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-P2: vec3 direction + float invRadius
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-P3: float cosInnerAngle + float cosOuterAngle
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*/
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const NzShader* shader = NzRenderer::GetShader();
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int typeLocation = shader->GetUniformLocation("Lights[0].type");
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int ambientLocation = shader->GetUniformLocation("Lights[0].ambient");
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int diffuseLocation = shader->GetUniformLocation("Lights[0].diffuse");
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int specularLocation = shader->GetUniformLocation("Lights[0].specular");
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int parameters1Location = shader->GetUniformLocation("Lights[0].parameters1");
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int parameters2Location = shader->GetUniformLocation("Lights[0].parameters2");
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int parameters3Location = shader->GetUniformLocation("Lights[0].parameters3");
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if (i > 0)
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{
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int type2Location = shader->GetUniformLocation("Lights[1].type");
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int offset = i * (type2Location - typeLocation); // type2Location - typeLocation donne la taille de la structure
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// On applique cet offset
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typeLocation += offset;
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ambientLocation += offset;
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diffuseLocation += offset;
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specularLocation += offset;
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parameters1Location += offset;
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parameters2Location += offset;
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parameters3Location += offset;
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}
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shader->SendInteger(typeLocation, m_type);
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shader->SendColor(ambientLocation, m_ambientColor);
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shader->SendColor(diffuseLocation, m_diffuseColor);
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shader->SendColor(specularLocation, m_specularColor);
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if (!m_derivedUpdated)
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UpdateDerived();
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switch (m_type)
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{
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case nzLightType_Directional:
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shader->SendVector(parameters1Location, NzVector4f(m_derivedRotation * NzVector3f::Forward()));
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break;
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case nzLightType_Point:
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shader->SendVector(parameters1Location, NzVector4f(m_derivedTranslation, m_attenuation));
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shader->SendVector(parameters2Location, NzVector4f(1.f/m_radius, 0.f, 0.f, 0.f));
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break;
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case nzLightType_Spot:
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shader->SendVector(parameters1Location, NzVector4f(m_derivedTranslation, m_attenuation));
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shader->SendVector(parameters2Location, NzVector4f(m_derivedRotation * NzVector3f::Forward(), 1.f/m_radius));
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shader->SendVector(parameters3Location, NzVector2f(std::cos(NzDegreeToRadian(m_innerAngle)), std::cos(NzDegreeToRadian(m_outerAngle))));
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break;
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}
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}
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const NzAxisAlignedBox& NzLight::GetAABB() const
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{
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return NzAxisAlignedBox::Null;
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}
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NzColor NzLight::GetAmbientColor() const
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{
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return m_ambientColor;
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}
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float NzLight::GetAttenuation() const
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{
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return m_attenuation;
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}
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NzColor NzLight::GetDiffuseColor() const
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{
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return m_diffuseColor;
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}
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float NzLight::GetInnerAngle() const
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{
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return m_innerAngle;
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}
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float NzLight::GetOuterAngle() const
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{
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return m_outerAngle;
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}
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float NzLight::GetRadius() const
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{
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return m_radius;
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}
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nzSceneNodeType NzLight::GetSceneNodeType() const
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{
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return nzSceneNodeType_Light;
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}
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NzColor NzLight::GetSpecularColor() const
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{
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return m_specularColor;
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}
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void NzLight::SetAmbientColor(const NzColor& ambient)
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{
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m_ambientColor = ambient;
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}
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void NzLight::SetAttenuation(float attenuation)
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{
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m_attenuation = attenuation;
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}
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void NzLight::SetDiffuseColor(const NzColor& diffuse)
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{
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m_diffuseColor = diffuse;
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}
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void NzLight::SetInnerAngle(float innerAngle)
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{
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m_innerAngle = innerAngle;
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}
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void NzLight::SetOuterAngle(float outerAngle)
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{
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m_outerAngle = outerAngle;
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}
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void NzLight::SetRadius(float radius)
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{
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m_radius = radius;
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}
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void NzLight::SetSpecularColor(const NzColor& specular)
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{
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m_specularColor = specular;
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}
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NzLight& NzLight::operator=(const NzLight& light)
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{
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std::memcpy(this, &light, sizeof(NzLight));
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return *this;
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}
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