Add light support (WIP)

This commit is contained in:
Jérôme Leclercq
2022-02-02 12:55:39 +01:00
parent e6951d54a5
commit 8a3a8547dc
44 changed files with 1700 additions and 253 deletions

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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GRAPHICS_COMPONENTS_LIGHTCOMPONENT_HPP
#define NAZARA_GRAPHICS_COMPONENTS_LIGHTCOMPONENT_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Core/ECS.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <memory>
#include <vector>
namespace Nz
{
class NAZARA_GRAPHICS_API LightComponent
{
public:
struct LightEntry;
inline LightComponent(bool initialyVisible = true);
LightComponent(const LightComponent&) = default;
LightComponent(LightComponent&&) = default;
~LightComponent() = default;
inline void AttachLight(std::shared_ptr<Light> renderable, UInt32 renderMask);
inline void Clear();
inline void DetachLight(const std::shared_ptr<Light>& renderable);
inline const std::vector<LightEntry>& GetLights() const;
inline void Hide();
inline bool IsVisible() const;
inline void Show(bool show = true);
LightComponent& operator=(const LightComponent&) = default;
LightComponent& operator=(LightComponent&&) = default;
NazaraSignal(OnLightAttached, LightComponent* /*graphicsComponent*/, const LightEntry& /*lightEntry*/);
NazaraSignal(OnLightDetach, LightComponent* /*graphicsComponent*/, const LightEntry& /*lightEntry*/);
NazaraSignal(OnVisibilityUpdate, LightComponent* /*graphicsComponent*/, bool /*newVisibilityState*/);
struct LightEntry
{
std::shared_ptr<Light> light;
UInt32 renderMask;
};
private:
std::vector<LightEntry> m_lightEntries;
bool m_isVisible;
};
}
#include <Nazara/Graphics/Components/LightComponent.inl>
#endif // NAZARA_GRAPHICS_COMPONENTS_LIGHTCOMPONENT_HPP

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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Components/LightComponent.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
inline LightComponent::LightComponent(bool initialyVisible) :
m_isVisible(initialyVisible)
{
}
inline void LightComponent::AttachLight(std::shared_ptr<Light> light, UInt32 renderMask)
{
auto& entry = m_lightEntries.emplace_back();
entry.light = std::move(light);
entry.renderMask = renderMask;
OnLightAttached(this, m_lightEntries.back());
}
inline void LightComponent::Clear()
{
for (const auto& lightEntry : m_lightEntries)
OnLightDetach(this, lightEntry);
m_lightEntries.clear();
}
inline void LightComponent::DetachLight(const std::shared_ptr<Light>& light)
{
auto it = std::find_if(m_lightEntries.begin(), m_lightEntries.end(), [&](const auto& lightEntry) { return lightEntry.light == light; });
if (it != m_lightEntries.end())
{
OnLightDetach(this, *it);
m_lightEntries.erase(it);
}
}
inline auto LightComponent::GetLights() const -> const std::vector<LightEntry>&
{
return m_lightEntries;
}
inline void LightComponent::Hide()
{
return Show(false);
}
inline bool LightComponent::IsVisible() const
{
return m_isVisible;
}
inline void LightComponent::Show(bool show)
{
if (m_isVisible != show)
{
OnVisibilityUpdate(this, show);
m_isVisible = show;
}
}
}
#include <Nazara/Graphics/DebugOff.hpp>