Skylicht Engine
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CLightSystem.h
1/*
2!@
3MIT License
4
5Copyright (c) 2025 Skylicht Technology CO., LTD
6
7Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
8(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
9merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
10subject to the following conditions:
11
12The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
13
14THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
15INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
16IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
17WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
19
20This file is part of the "Skylicht Engine".
21https://github.com/skylicht-lab/skylicht-engine
22!#
23*/
24
25#pragma once
26
27#include "CLightCullingData.h"
28#include "Entity/IRenderSystem.h"
29#include "Entity/CEntityGroup.h"
30#include "Transform/CWorldTransformData.h"
31#include "RenderMesh/CRenderMeshData.h"
32
33#include "Lighting/CDirectionalLight.h"
34#include "Lighting/CPointLight.h"
35#include "Lighting/CSpotLight.h"
36#include "Lighting/CAreaLight.h"
37
38namespace Skylicht
39{
40 class SKYLICHT_API CLightSystem : public IRenderSystem
41 {
42 protected:
44 {
46 CLight* Light;
47 float Distance;
48 };
49
54
55 CEntityGroup* m_group;
56
57 CDirectionalLight* m_currentDLight;
58 CPointLight* m_currentPLight[4];
59 CSpotLight* m_currentSLight[4];
60 CAreaLight* m_currentALight[4];
61
63
64 public:
65 CLightSystem();
66
67 virtual ~CLightSystem();
68
69 virtual void beginQuery(CEntityManager* entityManager);
70
71 virtual void onQuery(CEntityManager* entityManager, CEntity** entities, int numEntity);
72
73 virtual void init(CEntityManager* entityManager);
74
75 virtual void update(CEntityManager* entityManager);
76
77 virtual void render(CEntityManager* entityManager);
78
79 virtual void postRender(CEntityManager* entityManager);
80
81 void onBeginSetupLight(CRenderMeshData* data, CWorldTransformData* transform);
82
83 void onEndSetupLight();
84
85 protected:
86
87 void sortLights(const core::vector3df& position, u32 objLayer, CLightCullingData** lights, int lightCount);
88
89 };
90}
This object holds the parameters for area lights.
Definition CAreaLight.h:38
This object holds the parameters for directional lights, also known as outdoor lighting.
Definition CDirectionalLight.h:38
The object class is designed to optimize entity queries.
Definition CEntityGroup.h:54
This is the object class that describes an entity.
Definition CEntity.h:58
This object class manages all entities within a scene.
Definition CEntityManager.h:89
Definition CLightCullingData.h:34
This is the base class for all types of lights.
Definition CLight.h:35
This object holds the parameters for point lights.
Definition CPointLight.h:38
Definition CRenderMeshData.h:38
This object holds the parameters for spot lights.
Definition CSpotLight.h:39
Definition CWorldTransformData.h:32
Self reallocating template array (like stl vector) with additional features.
Definition irrArray.h:23
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition AudioDebugLog.h:29
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
Definition vector3d.h:445
unsigned int u32
32 bit unsigned variable.
Definition irrTypes.h:58
Definition CLightSystem.h:44