You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
114 lines
3.8 KiB
114 lines
3.8 KiB
/****************************************************************************
|
|
Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
|
|
|
|
http://www.cocos.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.
|
|
****************************************************************************/
|
|
|
|
#pragma once
|
|
|
|
#include "core/geometry/AABB.h"
|
|
#include "core/geometry/Frustum.h"
|
|
#include "scene/Light.h"
|
|
|
|
namespace cc {
|
|
namespace scene {
|
|
|
|
class SpotLight final : public Light {
|
|
public:
|
|
SpotLight();
|
|
~SpotLight() override;
|
|
|
|
void initialize() override;
|
|
void update() override;
|
|
|
|
inline const Vec3 &getPosition() const { return _pos; }
|
|
|
|
inline float getSize() const { return _size; }
|
|
inline void setSize(float size) { _size = size; }
|
|
|
|
inline float getRange() const { return _range; }
|
|
inline void setRange(float range) {
|
|
_range = range;
|
|
_needUpdate = true;
|
|
}
|
|
|
|
inline void setLuminanceHDR(float value) { _luminanceHDR = value; }
|
|
inline void setLuminanceLDR(float value) { _luminanceLDR = value; }
|
|
|
|
float getLuminance() const;
|
|
void setLuminance(float value);
|
|
|
|
inline const Vec3 &getDirection() const { return _dir; }
|
|
|
|
inline float getSpotAngle() const { return _spotAngle; }
|
|
inline void setSpotAngle(float val) {
|
|
_angle = val;
|
|
_spotAngle = cos(val * 0.5F);
|
|
_needUpdate = true;
|
|
}
|
|
|
|
inline float getAngle() const { return _angle; }
|
|
|
|
inline const geometry::AABB &getAABB() const { return *_aabb; }
|
|
|
|
inline const geometry::Frustum &getFrustum() const { return *_frustum; }
|
|
inline float getLuminanceHDR() const { return _luminanceHDR; }
|
|
inline float getLuminanceLDR() const { return _luminanceLDR; }
|
|
|
|
inline void setFrustum(const geometry::Frustum &frustum) { *_frustum = frustum; }
|
|
|
|
inline void setShadowEnabled(bool enabled) { _shadowEnabled = enabled; }
|
|
inline bool isShadowEnabled() const { return _shadowEnabled; }
|
|
|
|
inline float getShadowPcf() const { return _shadowPcf; }
|
|
inline void setShadowPcf(float pcf) { _shadowPcf = pcf; }
|
|
|
|
inline void setShadowBias(float bias) { _shadowBias = bias; }
|
|
inline float getShadowBias() const { return _shadowBias; }
|
|
|
|
inline void setShadowNormalBias(float normalBias) { _shadowNormalBias = normalBias; }
|
|
inline float getShadowNormalBias() const { return _shadowNormalBias; }
|
|
|
|
private:
|
|
bool _needUpdate{false};
|
|
float _luminanceHDR{0.F};
|
|
float _luminanceLDR{0.F};
|
|
float _range{0.F};
|
|
float _size{0.F};
|
|
float _angle{0.F};
|
|
float _spotAngle{0.F};
|
|
Vec3 _dir;
|
|
Vec3 _pos;
|
|
geometry::AABB *_aabb{nullptr};
|
|
geometry::Frustum *_frustum{nullptr};
|
|
|
|
// shadow info
|
|
bool _shadowEnabled{false};
|
|
// TODO(minggo): use PCTFType instead.
|
|
float _shadowPcf{0.0F};
|
|
float _shadowBias{0.00001F};
|
|
float _shadowNormalBias{0.0F};
|
|
|
|
CC_DISALLOW_COPY_MOVE_ASSIGN(SpotLight);
|
|
};
|
|
|
|
} // namespace scene
|
|
} // namespace cc
|
|
|