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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;
QT3DSVec3 m_DiffuseColor; // colors are 0-1 normalized
QT3DSVec3 m_SpecularColor; // colors are 0-1 normalized
QT3DSVec3 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
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