// // RenderableLightEntityItem.cpp // interface/src // // Created by Brad Hefta-Gaub on 8/6/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include #include #include #include "RenderableLightEntityItem.h" EntityItemPointer RenderableLightEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) { return EntityItemPointer(new RenderableLightEntityItem(entityID, properties)); } void RenderableLightEntityItem::render(RenderArgs* args) { PerformanceTimer perfTimer("RenderableLightEntityItem::render"); assert(getType() == EntityTypes::Light); glm::vec3 position = getPosition(); glm::vec3 dimensions = getDimensions(); glm::quat rotation = getRotation(); float largestDiameter = glm::max(dimensions.x, dimensions.y, dimensions.z); glm::vec3 color = toGlm(getXColor()); float intensity = getIntensity(); float exponent = getExponent(); float cutoff = glm::radians(getCutoff()); if (_isSpotlight) { DependencyManager::get()->addSpotLight(position, largestDiameter / 2.0f, color, intensity, rotation, exponent, cutoff); } else { DependencyManager::get()->addPointLight(position, largestDiameter / 2.0f, color, intensity); } #ifdef WANT_DEBUG Q_ASSERT(args->_batch); gpu::Batch& batch = *args->_batch; batch.setModelTransform(getTransformToCenter()); DependencyManager::get()->renderWireSphere(batch, 0.5f, 15, 15, glm::vec4(color, 1.0f)); #endif }; bool RenderableLightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face, void** intersectedObject, bool precisionPicking) const { // TODO: consider if this is really what we want to do. We've made it so that "lights are pickable" is a global state // this is probably reasonable since there's typically only one tree you'd be picking on at a time. Technically we could // be on the clipboard and someone might be trying to use the ray intersection API there. Anyway... if you ever try to // do ray intersection testing off of trees other than the main tree of the main entity renderer, then we'll need to // fix this mechanism. return _lightsArePickable; }