NazaraEngine/include/Nazara/Graphics/Light.hpp

122 lines
3.2 KiB
C++

// Copyright (C) 2017 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/Prerequisites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/Renderable.hpp>
#include <Nazara/Renderer/Texture.hpp>
namespace Nz
{
class NAZARA_GRAPHICS_API Light : public Renderable
{
public:
Light(LightType type = LightType_Point);
inline Light(const Light& light);
Light(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;
inline void EnableShadowCasting(bool castShadows);
inline void EnsureShadowMapUpdate() const;
inline float GetAmbientFactor() const;
inline float GetAttenuation() const;
inline Color GetColor() const;
inline float GetDiffuseFactor() const;
inline float GetInnerAngle() const;
inline float GetInnerAngleCosine() const;
inline float GetInvRadius() const;
inline LightType GetLightType() const;
inline float GetOuterAngle() const;
inline float GetOuterAngleCosine() const;
inline float GetOuterAngleTangent() const;
inline float GetRadius() const;
inline TextureRef GetShadowMap() const;
inline PixelFormatType GetShadowMapFormat() const;
inline const Vector2ui& GetShadowMapSize() const;
inline bool IsShadowCastingEnabled() const;
inline void SetAmbientFactor(float factor);
inline void SetAttenuation(float attenuation);
inline void SetColor(const Color& color);
inline void SetDiffuseFactor(float factor);
inline void SetInnerAngle(float innerAngle);
inline void SetLightType(LightType type);
inline void SetOuterAngle(float outerAngle);
inline void SetRadius(float radius);
inline void SetShadowMapFormat(PixelFormatType shadowFormat);
inline void SetShadowMapSize(const Vector2ui& size);
void UpdateBoundingVolume(const Matrix4f& transformMatrix) override;
Light& operator=(const Light& light);
Light& operator=(Light&& light) = default;
private:
void MakeBoundingVolume() const override;
inline void InvalidateShadowMap();
void UpdateShadowMap() const;
Color m_color;
LightType m_type;
PixelFormatType m_shadowMapFormat;
Vector2ui m_shadowMapSize;
mutable TextureRef m_shadowMap;
bool m_shadowCastingEnabled;
mutable bool m_shadowMapUpdated;
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 lightViewProjMatrix;
int parameters1;
int parameters2;
int parameters3;
int shadowMapping;
};
bool ubo;
union
{
UniformLocations locations;
int blockLocation;
};
};
}
#include <Nazara/Graphics/Light.inl>
#endif // NAZARA_LIGHT_HPP