/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #ifndef RP_LIGHT_H #define RP_LIGHT_H #include "referenceCount.h" #include "luse.h" #include "gpu_command.h" #include "shadow_source.h" /** * @brief Base class for Lights * @details This is the base class for all lights in the render pipeline. It * stores common properties, and provides methods to modify these. * It also defines some interface functions which subclasses have to implement. */ class RPLight : public ReferenceCount { PUBLISHED: /** * Different types of light. */ enum LightType { LT_empty = 0, LT_point_light = 1, LT_spot_light = 2, }; public: RPLight(LightType light_type); virtual ~RPLight(); virtual void init_shadow_sources() = 0; virtual void update_shadow_sources() = 0; virtual void write_to_command(GPUCommand &cmd); inline int get_num_shadow_sources() const; inline ShadowSource* get_shadow_source(size_t index) const; inline void clear_shadow_sources(); inline void set_needs_update(bool flag); inline bool get_needs_update() const; inline bool has_slot() const; inline int get_slot() const; inline void remove_slot(); inline void assign_slot(int slot); PUBLISHED: inline void invalidate_shadows(); inline void set_pos(const LVecBase3f &pos); inline void set_pos(float x, float y, float z); inline const LVecBase3f& get_pos() const; MAKE_PROPERTY(pos, get_pos, set_pos); inline void set_color(const LVecBase3f &color); inline void set_color(float r, float g, float b); inline const LVecBase3f& get_color() const; MAKE_PROPERTY(color, get_color, set_color); void set_color_from_temperature(float temperature); inline void set_energy(float energy); inline float get_energy() const; MAKE_PROPERTY(energy, get_energy, set_energy); inline LightType get_light_type() const; MAKE_PROPERTY(light_type, get_light_type); inline void set_casts_shadows(bool flag = true); inline bool get_casts_shadows() const; MAKE_PROPERTY(casts_shadows, get_casts_shadows, set_casts_shadows); inline void set_shadow_map_resolution(size_t resolution); inline size_t get_shadow_map_resolution() const; MAKE_PROPERTY(shadow_map_resolution, get_shadow_map_resolution, set_shadow_map_resolution); inline void set_ies_profile(int profile); inline int get_ies_profile() const; inline bool has_ies_profile() const; inline void clear_ies_profile(); MAKE_PROPERTY2(ies_profile, has_ies_profile, get_ies_profile, set_ies_profile, clear_ies_profile); inline void set_near_plane(float near_plane); inline float get_near_plane() const; MAKE_PROPERTY(near_plane, get_near_plane, set_near_plane); protected: int _slot; int _ies_profile; size_t _source_resolution; bool _needs_update; bool _casts_shadows; LVecBase3f _position; LVecBase3f _color; float _energy; LightType _light_type; float _near_plane; vector _shadow_sources; }; #include "rp_light.I" #endif // RP_LIGHT_H