Add light support (WIP)
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39
src/Nazara/Graphics/SpotLight.cpp
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39
src/Nazara/Graphics/SpotLight.cpp
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/SpotLight.hpp>
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#include <Nazara/Graphics/Enums.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Math/Vector2.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <Nazara/Math/Vector4.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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float SpotLight::ComputeContributionScore(const BoundingVolumef& boundingVolume) const
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{
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// TODO: take luminosity/radius/direction into account
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return Vector3f::SquaredDistance(m_position, boundingVolume.aabb.GetCenter());
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}
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void SpotLight::FillLightData(void* data)
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{
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auto lightOffset = PredefinedLightData::GetOffsets();
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AccessByOffset<UInt32&>(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Spot);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r / 255.f, m_color.g / 255.f, m_color.b / 255.f, m_color.a / 255.f);
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AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_position.x, m_position.y, m_position.z, m_invRadius);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter2) = Vector4f(m_direction.x, m_direction.y, m_direction.z, 0.f);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter3) = Vector4f(m_innerAngleCos, m_outerAngleCos, 0.f, 0.f);
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AccessByOffset<UInt8&>(data, lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;
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}
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void SpotLight::UpdateTransform(const Vector3f& position, const Quaternionf& rotation, const Vector3f& /*scale*/)
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{
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UpdatePosition(position);
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UpdateRotation(rotation);
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}
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}
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