First shadow mapping commit

Former-commit-id: 7465a7c3297626f8db8c1ff48a20c0e0d9feb765
This commit is contained in:
Lynix
2015-06-16 14:21:20 +02:00
parent c879bd1656
commit 974df4288f
6 changed files with 190 additions and 28 deletions

View File

@@ -5,6 +5,40 @@
#include <memory>
#include <Nazara/Renderer/Debug.hpp>
inline NzLight::NzLight(const NzLight& light) :
NzRenderable(light),
m_type(light.m_type),
m_color(light.m_color),
m_shadowCastingEnabled(light.m_shadowCastingEnabled),
m_shadowMapUpdated(false),
m_ambientFactor(light.m_ambientFactor),
m_attenuation(light.m_attenuation),
m_diffuseFactor(light.m_diffuseFactor),
m_innerAngle(light.m_innerAngle),
m_innerAngleCosine(light.m_innerAngleCosine),
m_invRadius(light.m_invRadius),
m_outerAngle(light.m_outerAngle),
m_outerAngleCosine(light.m_outerAngleCosine),
m_outerAngleTangent(light.m_outerAngleTangent),
m_radius(light.m_radius)
{
}
inline void NzLight::EnableShadowCasting(bool castShadows)
{
if (m_shadowCastingEnabled != castShadows)
{
m_shadowCastingEnabled = castShadows;
m_shadowMapUpdated = false;
}
}
inline void NzLight::EnsureShadowMapUpdate() const
{
if (!m_shadowMapUpdated)
UpdateShadowMap();
}
inline float NzLight::GetAmbientFactor() const
{
return m_ambientFactor;
@@ -45,6 +79,18 @@ inline float NzLight::GetRadius() const
return m_radius;
}
inline NzTextureRef NzLight::GetShadowMap() const
{
EnsureShadowMapUpdate();
return m_shadowMap;
}
inline bool NzLight::IsShadowCastingEnabled() const
{
return m_shadowCastingEnabled;
}
inline void NzLight::SetAmbientFactor(float factor)
{
m_ambientFactor = factor;
@@ -94,4 +140,26 @@ inline void NzLight::SetRadius(float radius)
InvalidateBoundingVolume();
}
inline NzLight& NzLight::operator=(const NzLight& light)
{
NzRenderable::operator=(light);
m_ambientFactor = light.m_ambientFactor;
m_attenuation = light.m_attenuation;
m_color = light.m_color;
m_diffuseFactor = light.m_diffuseFactor;
m_innerAngle = light.m_innerAngle;
m_innerAngleCosine = light.m_innerAngleCosine;
m_invRadius = light.m_invRadius;
m_outerAngle = light.m_outerAngle;
m_outerAngleCosine = light.m_outerAngleCosine;
m_outerAngleTangent = light.m_outerAngleTangent;
m_radius = light.m_radius;
m_shadowCastingEnabled = light.m_shadowCastingEnabled;
m_shadowMapUpdated = false;
m_type = light.m_type;
return *this;
}
#include <Nazara/Renderer/DebugOff.hpp>