EG/RenderPipelineFile/rpcore/native/source/rp_light.h
2026-02-25 14:56:09 +08:00

136 lines
4.4 KiB
C++

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* 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<ShadowSource*> _shadow_sources;
};
#include "rp_light.I"
#endif // RP_LIGHT_H