NazaraEngine/include/Nazara/Graphics/Light.inl

215 lines
4.5 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <memory>
#include <Nazara/Renderer/Debug.hpp>
inline NzLight::NzLight(const NzLight& light) :
NzRenderable(light),
m_type(light.m_type),
m_shadowMapFormat(light.m_shadowMapFormat),
m_color(light.m_color),
m_shadowMapSize(light.m_shadowMapSize),
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;
}
inline float NzLight::GetAttenuation() const
{
return m_attenuation;
}
inline NzColor NzLight::GetColor() const
{
return m_color;
}
inline float NzLight::GetDiffuseFactor() const
{
return m_diffuseFactor;
}
inline float NzLight::GetInnerAngle() const
{
return m_innerAngle;
}
inline nzLightType NzLight::GetLightType() const
{
return m_type;
}
inline float NzLight::GetOuterAngle() const
{
return m_outerAngle;
}
inline float NzLight::GetOuterAngleCosine() const
{
return m_outerAngleCosine;
}
inline float NzLight::GetOuterAngleTangent() const
{
return m_outerAngleTangent;
}
inline float NzLight::GetRadius() const
{
return m_radius;
}
inline NzTextureRef NzLight::GetShadowMap() const
{
EnsureShadowMapUpdate();
return m_shadowMap;
}
inline nzPixelFormat NzLight::GetShadowMapFormat() const
{
return m_shadowMapFormat;
}
inline const NzVector2ui& NzLight::GetShadowMapSize() const
{
return m_shadowMapSize;
}
inline bool NzLight::IsShadowCastingEnabled() const
{
return m_shadowCastingEnabled;
}
inline void NzLight::SetAmbientFactor(float factor)
{
m_ambientFactor = factor;
}
inline void NzLight::SetAttenuation(float attenuation)
{
m_attenuation = attenuation;
}
inline void NzLight::SetColor(const NzColor& color)
{
m_color = color;
}
inline void NzLight::SetDiffuseFactor(float factor)
{
m_diffuseFactor = factor;
}
inline void NzLight::SetInnerAngle(float innerAngle)
{
m_innerAngle = innerAngle;
m_innerAngleCosine = std::cos(NzDegreeToRadian(m_innerAngle));
}
inline void NzLight::SetLightType(nzLightType type)
{
m_type = type;
InvalidateShadowMap();
}
inline void NzLight::SetOuterAngle(float outerAngle)
{
m_outerAngle = outerAngle;
m_outerAngleCosine = std::cos(NzDegreeToRadian(m_outerAngle));
m_outerAngleTangent = std::tan(NzDegreeToRadian(m_outerAngle));
InvalidateBoundingVolume();
}
inline void NzLight::SetRadius(float radius)
{
m_radius = radius;
m_invRadius = 1.f / m_radius;
InvalidateBoundingVolume();
}
inline void NzLight::SetShadowMapFormat(nzPixelFormat shadowFormat)
{
NazaraAssert(NzPixelFormat::GetType(shadowFormat) == nzPixelFormatType_Depth, "Shadow format type is not a depth format");
m_shadowMapFormat = shadowFormat;
InvalidateShadowMap();
}
inline void NzLight::SetShadowMapSize(const NzVector2ui& size)
{
NazaraAssert(size.x > 0 && size.y > 0, "Shadow map size must have a positive size");
m_shadowMapSize = size;
InvalidateShadowMap();
}
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_shadowMapFormat = light.m_shadowMapFormat;
m_shadowMapSize = light.m_shadowMapSize;
m_type = light.m_type;
InvalidateShadowMap();
return *this;
}
inline void NzLight::InvalidateShadowMap()
{
m_shadowMapUpdated = false;
}
#include <Nazara/Renderer/DebugOff.hpp>