NazaraEngine/src/Nazara/Graphics/DirectionalLight.cpp

37 lines
1.5 KiB
C++

// 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/DirectionalLight.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Math/Vector4.hpp>
#include <limits>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
float DirectionalLight::ComputeContributionScore(const BoundingVolumef& /*boundingVolume*/) const
{
return -std::numeric_limits<float>::infinity();
}
void DirectionalLight::FillLightData(void* data)
{
auto lightOffset = PredefinedLightData::GetOffsets();
AccessByOffset<UInt32&>(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Directional);
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);
AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor);
AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_direction.x, m_direction.y, m_direction.z, 0.f);
AccessByOffset<UInt8&>(data, lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;
}
void DirectionalLight::UpdateTransform(const Vector3f& /*position*/, const Quaternionf& rotation, const Vector3f& /*scale*/)
{
UpdateRotation(rotation);
}
}