#include "light.hpp" #include "nanosecond.hpp" #include "tile-constants.hpp" #include "shaders/shader.hpp" #include "loader/loader.hpp" #include "loader/vobj-cell.hpp" #include namespace floormat { light_proto::light_proto() { atlas = loader.vobj("light"_s).atlas; pass = pass_mode::pass; type = object_type::light; } light_proto::light_proto(const light_proto&) = default; light_proto& light_proto::operator=(const light_proto&) = default; light_proto::~light_proto() noexcept = default; bool light_proto::operator==(const light_proto&) const = default; light::light(object_id id, class chunk& c, const light_proto& proto) : object{id, c, proto}, max_distance{proto.max_distance}, color{proto.color}, falloff{proto.falloff}, enabled{proto.enabled} { } float light::depth_offset() const { constexpr auto ret = 4 / tile_shader::depth_tile_size; return ret; } Vector2 light::ordinal_offset(Vector2b) const { constexpr auto ret = Vector2(TILE_COUNT, TILE_COUNT) * TILE_SIZE2; return ret; } light::operator light_proto() const { light_proto ret; static_cast(ret) = object_proto(*this); ret.max_distance = max_distance; ret.color = color; ret.falloff = falloff; ret.enabled = enabled; return ret; } object_type light::type() const noexcept { return object_type::light; } void light::update(size_t, const Ns&) {} bool light::is_dynamic() const { return true; } bool light::is_virtual() const { return true; } } // namespace floormat