NazaraEngine/include/Nazara/Graphics/Light.hpp

71 lines
1.9 KiB
C++

// Copyright (C) 2013 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;
class NAZARA_API NzLight : public NzSceneNode
{
public:
NzLight(nzLightType type);
NzLight(const NzLight& light);
~NzLight() = default;
void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
void Enable(const NzShader* shader, unsigned int lightUnit) const;
NzColor GetAmbientColor() const;
float GetAttenuation() const;
const NzBoundingVolumef& GetBoundingVolume() const;
NzColor GetDiffuseColor() const;
float GetInnerAngle() const;
nzLightType GetLightType() const;
float GetOuterAngle() const;
float GetRadius() const;
nzSceneNodeType GetSceneNodeType() const;
NzColor GetSpecularColor() const;
void SetAmbientColor(const NzColor& ambient);
void SetAttenuation(float attenuation);
void SetDiffuseColor(const NzColor& diffuse);
void SetInnerAngle(float innerAngle);
void SetOuterAngle(float outerAngle);
void SetRadius(float radius);
void SetSpecularColor(const NzColor& specular);
NzLight& operator=(const NzLight& light);
static void Disable(const NzShader* shader, unsigned int lightUnit);
private:
void Invalidate();
void Register();
void Unregister();
void UpdateBoundingVolume() const;
bool VisibilityTest(const NzFrustumf& frustum);
nzLightType m_type;
mutable NzBoundingVolumef m_boundingVolume;
NzColor m_ambientColor;
NzColor m_diffuseColor;
NzColor m_specularColor;
mutable bool m_boundingVolumeUpdated;
float m_attenuation;
float m_innerAngle;
float m_outerAngle;
float m_radius;
};
#endif // NAZARA_LIGHT_HPP