NazaraEngine/include/Nazara/Graphics/Light.hpp

96 lines
2.2 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/SceneNode.hpp>
class NzShader;
struct NzLightUniforms;
class NAZARA_API NzLight : public NzSceneNode
{
public:
NzLight(nzLightType type = nzLightType_Point);
NzLight(const NzLight& light);
~NzLight() = default;
void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
NzLight* Clone() const;
NzLight* Create() const;
void Enable(const NzShader* shader, const NzLightUniforms& uniforms, int offset = 0) const;
float GetAmbientFactor() const;
float GetAttenuation() const;
NzColor GetColor() const;
float GetDiffuseFactor() const;
float GetInnerAngle() const;
nzLightType GetLightType() const;
float GetOuterAngle() const;
float GetRadius() const;
nzSceneNodeType GetSceneNodeType() const;
bool IsDrawable() const;
void SetAmbientFactor(float factor);
void SetAttenuation(float attenuation);
void SetColor(const NzColor& color);
void SetDiffuseFactor(float factor);
void SetInnerAngle(float innerAngle);
void SetLightType(nzLightType type);
void SetOuterAngle(float outerAngle);
void SetRadius(float radius);
NzLight& operator=(const NzLight& light);
static void Disable(const NzShader* program, const NzLightUniforms& uniforms, int offset = 0);
private:
bool FrustumCull(const NzFrustumf& frustum) const override;
void MakeBoundingVolume() const override;
void Register() override;
void Unregister() override;
void UpdateBoundingVolume() const;
nzLightType m_type;
NzColor m_color;
float m_ambientFactor;
float m_attenuation;
float m_diffuseFactor;
float m_innerAngle;
float m_outerAngle;
float m_radius;
};
struct NzLightUniforms
{
struct UniformLocations
{
int type;
int color;
int factors;
int parameters1;
int parameters2;
int parameters3;
};
bool ubo;
union
{
UniformLocations locations;
int blockLocation;
};
};
#endif // NAZARA_LIGHT_HPP