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1 /*
2  * Copyright (c) 2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #ifndef SCENE_SRC_NODE_LIGHT_NODE_H
17 #define SCENE_SRC_NODE_LIGHT_NODE_H
18 
19 #include <scene/ext/intf_create_entity.h>
20 #include <scene/interface/intf_light.h>
21 
22 #include "node.h"
23 
SCENE_BEGIN_NAMESPACE()24 SCENE_BEGIN_NAMESPACE()
25 
26 class LightNode : public META_NS::IntroduceInterfaces<Node, ILight, ICreateEntity> {
27     META_OBJECT(LightNode, ClassId::LightNode, IntroduceInterfaces)
28 
29 public:
30     META_BEGIN_STATIC_DATA()
31     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, BASE_NS::Color, Color)
32     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, Intensity)
33     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, NearPlane)
34     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, bool, ShadowEnabled)
35     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, ShadowStrength)
36     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, ShadowDepthBias)
37     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, ShadowNormalBias)
38     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, SpotInnerAngle)
39     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, SpotOuterAngle)
40     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, LightType, Type)
41     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, BASE_NS::Math::Vec4, AdditionalFactor)
42     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, uint64_t, LightLayerMask)
43     META_STATIC_FORWARDED_PROPERTY_DATA(ILight, uint64_t, ShadowLayerMask)
44     META_END_STATIC_DATA()
45 
46     SCENE_USE_COMPONENT_PROPERTY(BASE_NS::Color, Color, "LightComponent")
47     SCENE_USE_COMPONENT_PROPERTY(float, Intensity, "LightComponent")
48     SCENE_USE_COMPONENT_PROPERTY(float, NearPlane, "LightComponent")
49     SCENE_USE_COMPONENT_PROPERTY(bool, ShadowEnabled, "LightComponent")
50     SCENE_USE_COMPONENT_PROPERTY(float, ShadowStrength, "LightComponent")
51     SCENE_USE_COMPONENT_PROPERTY(float, ShadowDepthBias, "LightComponent")
52     SCENE_USE_COMPONENT_PROPERTY(float, ShadowNormalBias, "LightComponent")
53     SCENE_USE_COMPONENT_PROPERTY(float, SpotInnerAngle, "LightComponent")
54     SCENE_USE_COMPONENT_PROPERTY(float, SpotOuterAngle, "LightComponent")
55     SCENE_USE_COMPONENT_PROPERTY(LightType, Type, "LightComponent")
56     SCENE_USE_COMPONENT_PROPERTY(BASE_NS::Math::Vec4, AdditionalFactor, "LightComponent")
57     SCENE_USE_COMPONENT_PROPERTY(uint64_t, LightLayerMask, "LightComponent")
58     SCENE_USE_COMPONENT_PROPERTY(uint64_t, ShadowLayerMask, "LightComponent")
59 
60     bool SetEcsObject(const IEcsObject::Ptr&) override;
61 
62 public:
63     CORE_NS::Entity CreateEntity(const IInternalScene::Ptr& scene) override;
64 };
65 
66 SCENE_END_NAMESPACE()
67 
68 #endif