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////  LightingModel.cpp//  libraries/render-utils/src/////  Created by Sam Gateau 7/1/2016.//  Copyright 2016 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 "LightingModel.h" LightingModel::LightingModel() {    Parameters parameters;    _parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Parameters), (const gpu::Byte*) &parameters));} void LightingModel::setUnlit(bool enable) {    if (enable != isUnlitEnabled()) {        _parametersBuffer.edit<Parameters>().enableUnlit = (float) enable;    }}bool LightingModel::isUnlitEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableUnlit;} void LightingModel::setEmissive(bool enable) {    if (enable != isEmissiveEnabled()) {        _parametersBuffer.edit<Parameters>().enableEmissive = (float)enable;    }}bool LightingModel::isEmissiveEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableEmissive;}void LightingModel::setLightmap(bool enable) {    if (enable != isLightmapEnabled()) {        _parametersBuffer.edit<Parameters>().enableLightmap = (float)enable;    }}bool LightingModel::isLightmapEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableLightmap;} void LightingModel::setBackground(bool enable) {    if (enable != isBackgroundEnabled()) {        _parametersBuffer.edit<Parameters>().enableBackground = (float)enable;    }}bool LightingModel::isBackgroundEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableBackground;}void LightingModel::setHaze(bool enable) {    if (enable != isHazeEnabled()) {        _parametersBuffer.edit<Parameters>().enableHaze = (float)enable;    }}bool LightingModel::isHazeEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableHaze;}void LightingModel::setObscurance(bool enable) {    if (enable != isObscuranceEnabled()) {        _parametersBuffer.edit<Parameters>().enableObscurance = (float)enable;    }}bool LightingModel::isObscuranceEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableObscurance;} void LightingModel::setScattering(bool enable) {    if (enable != isScatteringEnabled()) {        _parametersBuffer.edit<Parameters>().enableScattering = (float)enable;    }}bool LightingModel::isScatteringEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableScattering;} void LightingModel::setDiffuse(bool enable) {    if (enable != isDiffuseEnabled()) {        _parametersBuffer.edit<Parameters>().enableDiffuse = (float)enable;    }}bool LightingModel::isDiffuseEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableDiffuse;}void LightingModel::setSpecular(bool enable) {    if (enable != isSpecularEnabled()) {        _parametersBuffer.edit<Parameters>().enableSpecular = (float)enable;    }}bool LightingModel::isSpecularEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableSpecular;}void LightingModel::setAlbedo(bool enable) {    if (enable != isAlbedoEnabled()) {        _parametersBuffer.edit<Parameters>().enableAlbedo = (float)enable;    }}bool LightingModel::isAlbedoEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableAlbedo;} void LightingModel::setMaterialTexturing(bool enable) {    if (enable != isMaterialTexturingEnabled()) {        _parametersBuffer.edit<Parameters>().enableMaterialTexturing = (float)enable;    }}bool LightingModel::isMaterialTexturingEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableMaterialTexturing;} void LightingModel::setAmbientLight(bool enable) {    if (enable != isAmbientLightEnabled()) {        _parametersBuffer.edit<Parameters>().enableAmbientLight = (float)enable;    }}bool LightingModel::isAmbientLightEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableAmbientLight;}void LightingModel::setDirectionalLight(bool enable) {    if (enable != isDirectionalLightEnabled()) {        _parametersBuffer.edit<Parameters>().enableDirectionalLight = (float)enable;    }}bool LightingModel::isDirectionalLightEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableDirectionalLight;}void LightingModel::setPointLight(bool enable) {    if (enable != isPointLightEnabled()) {        _parametersBuffer.edit<Parameters>().enablePointLight = (float)enable;    }}bool LightingModel::isPointLightEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enablePointLight;}void LightingModel::setSpotLight(bool enable) {    if (enable != isSpotLightEnabled()) {        _parametersBuffer.edit<Parameters>().enableSpotLight = (float)enable;    }}bool LightingModel::isSpotLightEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableSpotLight;} void LightingModel::setShowLightContour(bool enable) {    if (enable != isShowLightContourEnabled()) {        _parametersBuffer.edit<Parameters>().showLightContour = (float)enable;    }}bool LightingModel::isShowLightContourEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().showLightContour;} void LightingModel::setWireframe(bool enable) {    if (enable != isWireframeEnabled()) {        _parametersBuffer.edit<Parameters>().enableWireframe = (float)enable;    }}bool LightingModel::isWireframeEnabled() const {    return (bool)_parametersBuffer.get<Parameters>().enableWireframe;}MakeLightingModel::MakeLightingModel() {    _lightingModel = std::make_shared<LightingModel>();} void MakeLightingModel::configure(const Config& config) {    _lightingModel->setUnlit(config.enableUnlit);    _lightingModel->setEmissive(config.enableEmissive);    _lightingModel->setLightmap(config.enableLightmap);    _lightingModel->setBackground(config.enableBackground);    _lightingModel->setHaze(config.enableHaze);     _lightingModel->setObscurance(config.enableObscurance);     _lightingModel->setScattering(config.enableScattering);    _lightingModel->setDiffuse(config.enableDiffuse);    _lightingModel->setSpecular(config.enableSpecular);    _lightingModel->setAlbedo(config.enableAlbedo);     _lightingModel->setMaterialTexturing(config.enableMaterialTexturing);     _lightingModel->setAmbientLight(config.enableAmbientLight);    _lightingModel->setDirectionalLight(config.enableDirectionalLight);    _lightingModel->setPointLight(config.enablePointLight);    _lightingModel->setSpotLight(config.enableSpotLight);     _lightingModel->setShowLightContour(config.showLightContour);    _lightingModel->setWireframe(config.enableWireframe);} void MakeLightingModel::run(const render::RenderContextPointer& renderContext, LightingModelPointer& lightingModel) {     lightingModel = _lightingModel;     // make sure the enableTexturing flag of the render ARgs is in sync    renderContext->args->_enableTexturing = _lightingModel->isMaterialTexturingEnabled();}