NazaraEngine/include/Nazara/Graphics/Light.inl

402 lines
7.5 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>
namespace Nz
{
/*!
* \brief Constructs a Light object by default
*/
inline Light::Light(const Light& light) :
Renderable(light),
m_color(light.m_color),
m_type(light.m_type),
m_shadowMapFormat(light.m_shadowMapFormat),
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)
{
}
/*!
* \brief Enables shadow casting
*
* \param castShadows Should shadows be cast
*/
inline void Light::EnableShadowCasting(bool castShadows)
{
if (m_shadowCastingEnabled != castShadows)
{
m_shadowCastingEnabled = castShadows;
m_shadowMapUpdated = false;
}
}
/*!
* \brief Ensures that the shadow map is up to date
*/
inline void Light::EnsureShadowMapUpdate() const
{
if (!m_shadowMapUpdated)
UpdateShadowMap();
}
/*!
* \brief Gets the ambient factor
* \return Current ambient factor
*/
inline float Light::GetAmbientFactor() const
{
return m_ambientFactor;
}
/*!
* \brief Gets the light attenuation (in 1 / R^2)
* \return Attenuation
*/
inline float Light::GetAttenuation() const
{
return m_attenuation;
}
/*!
* \brief Gets the color of the light
* \return Light color
*/
inline Color Light::GetColor() const
{
return m_color;
}
/*!
* \brief Gets the diffuse factor
* \return Current diffuse factor
*/
inline float Light::GetDiffuseFactor() const
{
return m_diffuseFactor;
}
/*!
* \brief Gets the inner angle in spot light
* \return Inner angle
*/
inline float Light::GetInnerAngle() const
{
return m_innerAngle;
}
/*!
* \brief Gets the cosine inner angle in spot light
* \return Cosine inner angle
*/
inline float Light::GetInnerAngleCosine() const
{
return m_innerAngleCosine;
}
/*!
* \brief Gets the inverse of the radius
* \return Inverse of the radius
*/
inline float Light::GetInvRadius() const
{
return m_invRadius;
}
/*!
* \brief Gets the type of the light
* \return Light type
*/
inline LightType Light::GetLightType() const
{
return m_type;
}
/*!
* \brief Gets the outer angle in spot light
* \return Outer angle
*/
inline float Light::GetOuterAngle() const
{
return m_outerAngle;
}
/*!
* \brief Gets the cosine outer angle in spot light
* \return Cosine outer angle
*/
inline float Light::GetOuterAngleCosine() const
{
return m_outerAngleCosine;
}
/*!
* \brief Gets the tangent outer angle in spot light
* \return Tangent outer angle
*/
inline float Light::GetOuterAngleTangent() const
{
return m_outerAngleTangent;
}
/*!
* \brief Gets the radius of the light
* \return Light radius
*/
inline float Light::GetRadius() const
{
return m_radius;
}
/*!
* \brief Gets the shadow map
* \return Reference to the shadow map texture
*/
inline TextureRef Light::GetShadowMap() const
{
EnsureShadowMapUpdate();
return m_shadowMap;
}
/*!
* \brief Gets the format of the shadow map
* \return Shadow map format
*/
inline PixelFormatType Light::GetShadowMapFormat() const
{
return m_shadowMapFormat;
}
/*!
* \brief Gets the size of the shadow map
* \return Shadow map size
*/
inline const Vector2ui& Light::GetShadowMapSize() const
{
return m_shadowMapSize;
}
/*!
* \brief Checks whether the shadow casting is enabled
* \return true If it is the case
*/
inline bool Light::IsShadowCastingEnabled() const
{
return m_shadowCastingEnabled;
}
/*!
* \brief Sets the ambient factor
*
* \param factor Ambient factor
*/
inline void Light::SetAmbientFactor(float factor)
{
m_ambientFactor = factor;
}
/*!
* \brief Sets the light attenuation (in 1 / R^2)
*
* \param attenuation Light attenuation
*/
inline void Light::SetAttenuation(float attenuation)
{
m_attenuation = attenuation;
}
/*!
* \brief Sets the color of the light
*
* \param color Light color
*/
inline void Light::SetColor(const Color& color)
{
m_color = color;
}
/*!
* \brief Sets the diffuse factor
*
* \param factor Diffuse factor
*/
inline void Light::SetDiffuseFactor(float factor)
{
m_diffuseFactor = factor;
}
/*!
* \brief Sets the inner angle in spot light
* \return innerAngle Inner angle
*/
inline void Light::SetInnerAngle(float innerAngle)
{
m_innerAngle = innerAngle;
m_innerAngleCosine = std::cos(DegreeToRadian(m_innerAngle));
}
/*!
* \brief Sets the type of light
*
* \param type Light type
*/
inline void Light::SetLightType(LightType type)
{
m_type = type;
InvalidateShadowMap();
}
/*!
* \brief Sets the outer angle in spot light
* \return outerAngle Outer angle
*
* \remark Invalidates the bounding volume
*/
inline void Light::SetOuterAngle(float outerAngle)
{
m_outerAngle = outerAngle;
m_outerAngleCosine = std::cos(DegreeToRadian(m_outerAngle));
m_outerAngleTangent = std::tan(DegreeToRadian(m_outerAngle));
InvalidateBoundingVolume();
}
/*!
* \brief Sets the radius of the light
* \return radius Light radius
*
* \remark Invalidates the bounding volume
*/
inline void Light::SetRadius(float radius)
{
m_radius = radius;
m_invRadius = 1.f / m_radius;
InvalidateBoundingVolume();
}
/*!
* \brief Sets the shadow map format
*
* \param shadowFormat Shadow map format
*
* \remark Invalidates the shadow map
* \remark Produces a NazaraAssert if format is not a depth type
*/
inline void Light::SetShadowMapFormat(PixelFormatType shadowFormat)
{
NazaraAssert(PixelFormat::GetContent(shadowFormat) == PixelFormatContent_DepthStencil, "Shadow format type is not a depth format");
m_shadowMapFormat = shadowFormat;
InvalidateShadowMap();
}
/*!
* \brief Sets the size of the shadow map
*
* \param size Shadow map size
*
* \remark Invalidates the shadow map
* \remark Produces a NazaraAssert if size is zero
*/
inline void Light::SetShadowMapSize(const Vector2ui& size)
{
NazaraAssert(size.x > 0 && size.y > 0, "Shadow map size must have a positive size");
m_shadowMapSize = size;
InvalidateShadowMap();
}
/*!
* \brief Sets the current light with the content of the other one
* \return A reference to this
*
* \param light The other Light
*
* \remark Invalidates the shadow map
*/
inline Light& Light::operator=(const Light& light)
{
Renderable::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;
}
/*!
* \brief Invalidates the shadow map
*/
inline void Light::InvalidateShadowMap()
{
m_shadowMapUpdated = false;
}
}
#include <Nazara/Renderer/DebugOff.hpp>