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70 lines
2.7 KiB
70 lines
2.7 KiB
/****************************************************************************
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Copyright (c) 2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "scene/RangedDirectionalLight.h"
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#include "core/Root.h"
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#include "core/scene-graph/Node.h"
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#include "renderer/pipeline/PipelineSceneData.h"
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#include "renderer/pipeline/custom/RenderInterfaceTypes.h"
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namespace cc {
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namespace scene {
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RangedDirectionalLight::RangedDirectionalLight() { _type = LightType::RANGED_DIRECTIONAL; }
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RangedDirectionalLight::~RangedDirectionalLight() = default;
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void RangedDirectionalLight::initialize() {
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Light::initialize();
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setIlluminance(Ambient::SUN_ILLUM);
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}
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void RangedDirectionalLight::update() {
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if (_node && (_node->getChangedFlags())) {
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_pos = _node->getWorldPosition();
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_dir.set(0.0F, 0.0F, -1.0F);
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_dir.transformQuat(_node->getWorldRotation());
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_right.set(1.0F, 0.0F, 0.0F);
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_right.transformQuat(_node->getWorldRotation());
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_scale = _node->getWorldScale();
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}
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}
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float RangedDirectionalLight::getIlluminance() const {
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const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
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if (isHDR) {
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return _illuminanceHDR;
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}
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return _illuminanceLDR;
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}
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void RangedDirectionalLight::setIlluminance(float value) {
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const bool isHDR = Root::getInstance()->getPipeline()->getPipelineSceneData()->isHDR();
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if (isHDR) {
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_illuminanceHDR = value;
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} else {
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_illuminanceLDR = value;
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}
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}
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} // namespace scene
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} // namespace cc
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