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77 lines
2.4 KiB
77 lines
2.4 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 documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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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 "core/geometry/AABB.h"
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#include "math/Vec3.h"
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#include "scene/Light.h"
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namespace cc {
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namespace scene {
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class PointLight final : public Light {
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public:
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PointLight();
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~PointLight() override = default;
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void initialize() override;
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void update() override;
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inline const Vec3 &getPosition() const { return _pos; }
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inline void setPosition(const Vec3 &pos) { _pos = pos; }
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inline float getRange() const { return _range; }
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inline void setRange(float range) {
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_range = range;
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_needUpdate = true;
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}
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float getLuminance() const;
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void setLuminance(float);
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inline void setLuminanceHDR(float illum) { _luminanceHDR = illum; }
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inline float getLuminanceHDR() const { return _luminanceHDR; }
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inline void setLuminanceLDR(float illum) { _luminanceLDR = illum; }
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inline float getLuminanceLDR() const { return _luminanceLDR; }
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inline const geometry::AABB &getAABB() const { return _aabb; }
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private:
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bool _needUpdate{false};
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float _luminanceHDR{0.F};
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float _luminanceLDR{0.F};
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float _range{0.F};
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Vec3 _pos;
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geometry::AABB _aabb;
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CC_DISALLOW_COPY_MOVE_ASSIGN(PointLight);
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};
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} // namespace scene
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} // namespace cc
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