Files
Seele/src/Engine/Scene/LightEnvironment.h
T

47 lines
1.7 KiB
C++

#pragma once
#include "Component/DirectionalLight.h"
#include "Component/PointLight.h"
#include "Component/Transform.h"
#include "Graphics/Buffer.h"
#include "Graphics/Descriptor.h"
namespace Seele {
DECLARE_REF(EnvironmentMapAsset)
class LightEnvironment {
public:
struct ShaderDirectionalLight {
Vector4 color;
Vector4 direction;
};
struct ShaderPointLight {
Vector4 position_WS;
Vector4 colorRange;
};
LightEnvironment(Gfx::PGraphics graphics);
~LightEnvironment();
void reset();
void addDirectionalLight(const Component::DirectionalLight& dirLight, const Component::Transform& transform);
void addPointLight(const Component::PointLight& pointLight, const Component::Transform& transform);
void commit();
const Gfx::PDescriptorLayout getDescriptorLayout() const;
const ShaderDirectionalLight& getDirectionalLight(uint32 lightIndex) const { return dirs[lightIndex]; }
const Component::Transform& getDirectionalTransform(uint32 lightIndex) const { return directionalTransforms[lightIndex]; }
Gfx::PDescriptorSet getDescriptorSet();
PEnvironmentMapAsset getEnvironmentMap() { return environment; }
uint64 getNumDirectionalLights() const { return dirs.size(); }
private:
Gfx::PGraphics graphics;
Gfx::OShaderBuffer directionalLights;
Array<Gfx::OSampler> shadowSamplers;
Gfx::OShaderBuffer pointLights;
Array<ShaderDirectionalLight> dirs;
Array<Component::Transform> directionalTransforms;
Array<ShaderPointLight> points;
PEnvironmentMapAsset environment;
Gfx::OSampler environmentSampler;
Gfx::ODescriptorLayout layout;
Gfx::PDescriptorSet set;
};
DEFINE_REF(LightEnvironment)
} // namespace Seele