Panda3D
Loading...
Searching...
No Matches
rpPointLight.cxx
1/**
2 *
3 * RenderPipeline
4 *
5 * Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a copy
8 * of this software and associated documentation files (the "Software"), to deal
9 * in the Software without restriction, including without limitation the rights
10 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
11 * copies of the Software, and to permit persons to whom the Software is
12 * furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included in
15 * all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
23 * THE SOFTWARE.
24 *
25 */
26
27
28#include "rpPointLight.h"
29
30
31/**
32 * @brief Constructs a new point light
33 * @details This contructs a new point light with default settings. By default
34 * the light is set to be an infinitely small point light source. You can
35 * change this with RPPointLight::set_inner_radius.
36 */
38 _radius = 10.0;
39 _inner_radius = 0.01;
40}
41
42/**
43 * @brief Writes the light to a GPUCommand
44 * @details This writes the point light data to a GPUCommand.
45 * @see RPLight::write_to_command
46 *
47 * @param cmd The target GPUCommand
48 */
51 cmd.push_float(_radius);
52 cmd.push_float(_inner_radius);
53}
54
55/**
56 * @brief Inits the shadow sources of the light
57 * @details This inits all required shadow sources for the point light.
58 * @see RPLight::init_shadow_sources
59 */
61 nassertv(_shadow_sources.size() == 0);
62 // Create 6 shadow sources, one for each direction
63 for(size_t i = 0; i < 6; ++i) {
64 _shadow_sources.push_back(new ShadowSource());
65 }
66}
67
68/**
69 * @brief Updates the shadow sources
70 * @details This updates all shadow sources of the light.
71 * @see RPLight::update_shadow_sources
72 */
74 LVecBase3 directions[6] = {
75 LVecBase3( 1, 0, 0),
76 LVecBase3(-1, 0, 0),
77 LVecBase3( 0, 1, 0),
78 LVecBase3( 0, -1, 0),
79 LVecBase3( 0, 0, 1),
80 LVecBase3( 0, 0, -1)
81 };
82
83 // Increase fov to prevent artifacts at the shadow map transitions
84 const float fov = 90.0f + 3.0f;
85 for (size_t i = 0; i < _shadow_sources.size(); ++i) {
86 _shadow_sources[i]->set_resolution(get_shadow_map_resolution());
87 _shadow_sources[i]->set_perspective_lens(fov, _near_plane, _radius,
88 _position, directions[i]);
89 }
90}
Class for storing data to be transferred to the GPU.
Definition gpuCommand.h:47
void push_float(float v)
Appends a float to the GPUCommand.
Definition gpuCommand.I:75
RenderPipeline.
Definition rpLight.h:41
virtual void write_to_command(GPUCommand &cmd)
Writes the light to a GPUCommand.
Definition rpLight.cxx:60
get_shadow_map_resolution
Returns the shadow map resolution.
Definition rpLight.h:100
virtual void init_shadow_sources()
Inits the shadow sources of the light.
virtual void write_to_command(GPUCommand &cmd)
Writes the light to a GPUCommand.
RPPointLight()
RenderPipeline.
virtual void update_shadow_sources()
Updates the shadow sources.
RenderPipeline.