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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_LIGHT_H
+#define QT3DS_RENDER_LIGHT_H
+#include "Qt3DSRenderNode.h"
+
+namespace qt3ds {
+namespace render {
+
+ struct RenderLightTypes
+ {
+ enum Enum {
+ Unknown = 0,
+ Directional,
+ Point,
+ Area,
+ };
+ };
+
+ struct SImage;
+
+ struct QT3DS_AUTOTEST_EXPORT SLight : public SNode
+ {
+ RenderLightTypes::Enum m_LightType; // Directional
+ SNode *m_Scope;
+ QT3DSVec4 m_DiffuseColor; // colors are 0-1 normalized
+ QT3DSVec4 m_SpecularColor; // colors are 0-1 normalized
+ QT3DSVec4 m_AmbientColor; // colors are 0-1 normalized
+
+ // The variables below are in the same range as Studio
+ // Only valid if node is a point light
+ QT3DSF32 m_Brightness; // 0-200
+ QT3DSF32 m_LinearFade; // 0-200
+ QT3DSF32 m_ExponentialFade; // 0-200
+
+ QT3DSF32 m_AreaWidth; // 0.01-inf
+ QT3DSF32 m_AreaHeight; // 0.01-inf
+
+ bool m_CastShadow; // true if this light produce shadows
+ QT3DSF32 m_ShadowBias; // depth shift to avoid self-shadowing artifacts
+ QT3DSF32 m_ShadowFactor; // Darkening factor for ESMs
+ QT3DSU32 m_ShadowMapRes; // Resolution of shadow map
+ QT3DSF32 m_ShadowMapFar; // Far clip plane for the shadow map
+ QT3DSF32 m_ShadowMapFov; // Field of View for the shadow map
+ QT3DSF32 m_ShadowFilter; // Shadow map filter step size
+
+ // Defaults to directional light
+ SLight();
+
+ // Generic method used during serialization
+ // to remap string and object pointers
+ template <typename TRemapperType>
+ void Remap(TRemapperType &inRemapper)
+ {
+ SNode::Remap(inRemapper);
+ inRemapper.Remap(m_Scope);
+ }
+ };
+}
+}
+
+#endif