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63 lines
2.6 KiB
63 lines
2.6 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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#pragma once
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#include "math/Vec3.h"
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#include "scene/Ambient.h"
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#include "scene/Light.h"
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#include "scene/Shadow.h"
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namespace cc {
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namespace scene {
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class RangedDirectionalLight final : public Light {
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public:
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RangedDirectionalLight();
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~RangedDirectionalLight() override;
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void initialize() override;
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void update() override;
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inline const Vec3 &getDirection() const { return _dir; }
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inline const Vec3 &getPosition() const { return _pos; }
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inline const Vec3 &getScale() const { return _scale; }
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inline const Vec3 &getRight() const { return _right; }
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inline void setIlluminanceHDR(float value) { _illuminanceHDR = value; }
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inline void setIlluminanceLDR(float value) { _illuminanceLDR = value; }
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inline float getIlluminanceHDR() const { return _illuminanceHDR; }
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inline float getIlluminanceLDR() const { return _illuminanceLDR; }
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float getIlluminance() const;
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void setIlluminance(float value);
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private:
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float _illuminanceHDR{Ambient::SUN_ILLUM};
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float _illuminanceLDR{1.F};
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Vec3 _dir{0.0F, 0.0F, -1.0F};
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Vec3 _pos{0.0F, 0.0F, 0.0F};
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Vec3 _scale{1.0F, 1.0F, 1.0F};
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Vec3 _right{1.0F, 0.0F, 0.0F};
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CC_DISALLOW_COPY_MOVE_ASSIGN(RangedDirectionalLight);
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};
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} // namespace scene
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} // namespace cc
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