// Copyright (C) 2023 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 #include #include #include #include #include #include #include #include namespace Nz { float DirectionalLight::ComputeContributionScore(const BoundingVolumef& /*boundingVolume*/) const { return -std::numeric_limits::infinity(); } void DirectionalLight::FillLightData(void* data) const { auto lightOffset = PredefinedLightData::GetOffsets(); AccessByOffset(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Directional); AccessByOffset(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r, m_color.g, m_color.b, m_color.a); AccessByOffset(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor); AccessByOffset(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_direction.x, m_direction.y, m_direction.z, 0.f); AccessByOffset(data, lightOffset.lightMemberOffsets.shadowMapSize) = Vector2f(-1.f, -1.f); } std::unique_ptr DirectionalLight::InstanciateShadowData(FramePipeline& pipeline, ElementRendererRegistry& elementRegistry) const { return nullptr; //< TODO } void DirectionalLight::UpdateTransform(const Vector3f& /*position*/, const Quaternionf& rotation, const Vector3f& /*scale*/) { UpdateRotation(rotation); } }