/**************************************************************************** ** ** 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 void Remap(TRemapperType &inRemapper) { SNode::Remap(inRemapper); inRemapper.Remap(m_Scope); } }; } } #endif