48 lines
2.4 KiB
C++
48 lines
2.4 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/SpotLight.hpp>
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#include <Nazara/Graphics/Enums.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Graphics/SpotLightShadowData.hpp>
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#include <Nazara/Math/Vector2.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <Nazara/Math/Vector4.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 SpotLight::ComputeContributionScore(const BoundingVolumef& boundingVolume) const
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{
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// TODO: take luminosity/radius/direction into account
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return Vector3f::SquaredDistance(m_position, boundingVolume.aabb.GetCenter());
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}
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void SpotLight::FillLightData(void* data) const
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{
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auto lightOffset = PredefinedLightData::GetOffsets();
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AccessByOffset<UInt32&>(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Spot);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r, m_color.g, m_color.b, m_color.a);
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AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_position.x, m_position.y, m_position.z, m_invRadius);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter2) = Vector4f(m_direction.x, m_direction.y, m_direction.z, 0.f);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter3) = Vector4f(m_innerAngleCos, m_outerAngleCos, 0.f, 0.f);
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AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.shadowMapSize) = (IsShadowCaster()) ? Vector2f(1.f / GetShadowMapSize()) : Vector2f(-1.f, -1.f);
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AccessByOffset<Matrix4f&>(data, lightOffset.lightMemberOffsets.viewProjMatrix) = m_viewProjMatrix;
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}
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std::unique_ptr<LightShadowData> SpotLight::InstanciateShadowData(FramePipeline& pipeline, ElementRendererRegistry& elementRegistry) const
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{
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return std::make_unique<SpotLightShadowData>(pipeline, elementRegistry, *this);
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}
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void SpotLight::UpdateTransform(const Vector3f& position, const Quaternionf& rotation, const Vector3f& /*scale*/)
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{
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m_position = position; //< don't call UpdatePosition to prevent double update
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UpdateRotation(rotation);
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}
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}
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