NazaraEngine/include/Nazara/Graphics/Light.hpp

102 lines
2.3 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
#pragma once
#ifndef NAZARA_LIGHT_HPP
#define NAZARA_LIGHT_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/Renderable.hpp>
namespace Nz
{
class Light;
struct LightUniforms;
class NAZARA_GRAPHICS_API Light : public Renderable
{
public:
Light(LightType type = LightType_Point);
Light(const Light& light) = default;
~Light() = default;
void AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const override;
Light* Clone() const;
Light* Create() const;
bool Cull(const Frustumf& frustum, const Matrix4f& transformMatrix) const override;
float GetAmbientFactor() const;
float GetAttenuation() const;
Color GetColor() const;
float GetDiffuseFactor() const;
float GetInnerAngle() const;
float GetInnerAngleCosine() const;
float GetInvRadius() const;
LightType GetLightType() const;
float GetOuterAngle() const;
float GetOuterAngleCosine() const;
float GetOuterAngleTangent() const;
float GetRadius() const;
void SetAmbientFactor(float factor);
void SetAttenuation(float attenuation);
void SetColor(const Color& color);
void SetDiffuseFactor(float factor);
void SetInnerAngle(float innerAngle);
void SetLightType(LightType type);
void SetOuterAngle(float outerAngle);
void SetRadius(float radius);
void UpdateBoundingVolume(const Matrix4f& transformMatrix) override;
Light& operator=(const Light& light) = default;
private:
void MakeBoundingVolume() const override;
LightType m_type;
Color m_color;
float m_ambientFactor;
float m_attenuation;
float m_diffuseFactor;
float m_innerAngle;
float m_innerAngleCosine;
float m_invRadius;
float m_outerAngle;
float m_outerAngleCosine;
float m_outerAngleTangent;
float m_radius;
};
struct LightUniforms
{
struct UniformLocations
{
int type;
int color;
int factors;
int parameters1;
int parameters2;
int parameters3;
};
bool ubo;
union
{
UniformLocations locations;
int blockLocation;
};
};
}
#include <Nazara/Graphics/Light.inl>
#endif // NAZARA_LIGHT_HPP