99 lines
2.9 KiB
C++
99 lines
2.9 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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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/Renderer/Renderer.hpp>
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namespace Nz
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{
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/*!
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* \brief Computes the score for directional light
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* \return 0.f
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*
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* \param object Sphere symbolising the object
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* \param light Light to compute
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*/
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inline float ForwardRenderTechnique::ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
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{
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NazaraUnused(object);
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NazaraUnused(light);
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///TODO: Compute a score depending on the light luminosity
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return 0.f;
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}
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/*!
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* \brief Computes the score for point light
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* \return Distance to the light
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*
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* \param object Sphere symbolising the object
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* \param light Light to compute
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*/
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inline float ForwardRenderTechnique::ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light)
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{
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///TODO: Compute a score depending on the light luminosity
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return object.GetPosition().SquaredDistance(light.position);
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}
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/*!
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* \brief Computes the score for spot light
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* \return Distance to the light
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*
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* \param object Sphere symbolising the object
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* \param light Light to compute
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*/
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inline float ForwardRenderTechnique::ComputeSpotLightScore(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
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{
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///TODO: Compute a score depending on the light luminosity and spot direction
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return object.GetPosition().SquaredDistance(light.position);
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}
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/*!
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* \brief Checks whether the directional light is suitable for the computations
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* \return true if light is enoughly close
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*
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* \param object Sphere symbolising the object
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* \param light Light to compute
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*/
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inline bool ForwardRenderTechnique::IsDirectionalLightSuitable(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
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{
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NazaraUnused(object);
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NazaraUnused(light);
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// Directional light are always suitable
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return true;
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}
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/*!
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* \brief Checks whether the point light is suitable for the computations
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* \return true if light is close enough
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*
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* \param object Sphere symbolizing the object
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* \param light Light to compute
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*/
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inline bool ForwardRenderTechnique::IsPointLightSuitable(const Spheref& object, const AbstractRenderQueue::PointLight& light)
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{
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// If the object is too far away from this point light, there is not way it could light it
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return object.Intersect(Spheref(light.position, light.radius));
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}
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/*!
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* \brief Checks whether the spot light is suitable for the computations
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* \return true if light is close enough
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*
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* \param object Sphere symbolizing the object
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* \param light Light to compute
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*/
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inline bool ForwardRenderTechnique::IsSpotLightSuitable(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
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{
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///TODO: Exclude spot lights based on their direction and outer angle?
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return object.Intersect(Spheref(light.position, light.radius));
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}
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}
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