31 lines
1.0 KiB
C++
31 lines
1.0 KiB
C++
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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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/Graphics/DirectionalLight.hpp>
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#include <Nazara/Graphics/DirectionalLightShadowData.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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float DirectionalLight::ComputeContributionScore(const Frustumf& /*viewerFrustum*/) const
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{
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return -std::numeric_limits<float>::infinity();
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}
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bool DirectionalLight::FrustumCull(const Frustumf& /*viewerFrustum*/) const
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{
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return true; //< always visible
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}
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std::unique_ptr<LightShadowData> DirectionalLight::InstanciateShadowData(FramePipeline& pipeline, ElementRendererRegistry& elementRegistry) const
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{
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return std::make_unique<DirectionalLightShadowData>(pipeline, elementRegistry, *this, 4);
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}
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void DirectionalLight::UpdateTransform(const Vector3f& /*position*/, const Quaternionf& rotation, const Vector3f& /*scale*/)
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{
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UpdateRotation(rotation);
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}
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}
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