Skylicht Engine
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CPointLightBakeRP.h
1/*
2!@
3MIT License
4
5Copyright (c) 2023 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 "BakeRP/CLightBakeRP.h"
28#include "Shadow/CBoundShadowMaps.h"
29
30namespace Skylicht
31{
32 class CPointLightBakeRP : public CLightBakeRP
33 {
34 protected:
35
36
37 int m_light[4];
38 int m_lightUV0[4];
39 int m_lightN[4];
40 int m_lightNUV0[4];
41
42 public:
43 CPointLightBakeRP();
44
45 virtual ~CPointLightBakeRP();
46
47 virtual void initRender(int w, int h);
48
49 virtual void resize(int w, int h);
50
51 virtual void render(ITexture* target, CCamera* camera, CEntityManager* entityManager, const core::recti& viewport, int cubeFaceId = -1, IRenderPipeline* lastRP = NULL);
52
53 virtual void drawMeshBuffer(CMesh* mesh, int bufferID, CEntityManager* entity, int entityID, bool skinnedMesh);
54
55 virtual void drawInstancingMeshBuffer(CMesh* mesh, int bufferID, int materialRenderID, CEntityManager* entityMgr, int entityID, bool skinnedMesh);
56
57 virtual bool canRenderMaterial(CMaterial* material);
58
59 virtual bool canRenderShader(CShader* shader);
60 };
61}
This is an object class used to set up the camera, including its position, viewing angle,...
Definition CCamera.h:70
This object class manages all entities within a scene.
Definition CEntityManager.h:89
The object class describes material information such as which shader it's associated with,...
Definition CMaterial.h:84
Definition CMesh.h:75
Represents a programmable shader, including uniforms, UI, resources, instancing and platform-specific...
Definition CShader.h:198
Definition IRenderPipeline.h:37
Interface of a Video Driver dependent Texture.
Definition ITexture.h:119
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition AudioDebugLog.h:29
rect< s32 > recti
Rectangle with int values.
Definition rect.h:273