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i_light_manager.h
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#pragma once
#include "../visual/i_vis_base.h"
class ILightManager : public IVisBase
{
public:
// 最多光源数量
virtual void SetMaxLightNum(int value) = 0;
virtual int GetMaxLightNum() const = 0;
// 是否开启主光源
virtual void SetSunLighting(bool value) = 0;
virtual bool GetSunLighting() const = 0;
// 是否开启静态光照时的人物点光源照明
virtual void SetRolePointLighting(bool value) = 0;
virtual bool GetRolePointLighting() const = 0;
// 是否开启光源阴影
virtual void SetEnableShadow(bool value) = 0;
virtual bool GetEnableShadow() const = 0;
// 是否优化阴影图的生成
virtual void SetShadowMapOptimal(bool value) = 0;
virtual bool GetShadowMapOptimal() const = 0;
// 是否使用深度边界测试
virtual void SetUseDepthBoundTest(bool value) = 0;
virtual bool GetUseDepthBoundTest() const = 0;
// 深度斜率
virtual void SetDepthSlope(float value) = 0;
virtual float GetDepthSlope() const = 0;
// 深度偏置
virtual void SetDepthBias(float value) = 0;
virtual float GetDepthBias() const = 0;
// 阴影图过滤级别
virtual void SetFilterLevel(int value) = 0;
virtual int GetFilterLevel() const = 0;
// 创建光源对象
virtual PERSISTID Create() = 0;
// 根据配置文件创建光源对象
virtual PERSISTID CreateFromIni(const PERSISTID& id,const char* ini_name,
const char* light_name, const char* helper_name) = 0;
// 删除光源对象
virtual bool Delete(const PERSISTID& id) = 0;
// 返回光源列表
virtual void GetLightList(const IVarList& args, IVarList& result) = 0;
};