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#pragma once
#include "light-falloff.hpp"
#include <Magnum/GL/AbstractShaderProgram.h>
#include <Magnum/Math/Vector2.h>
#include <Magnum/Math/Vector3.h>
#include <Magnum/Math/Vector4.h>
#include <Magnum/Math/Color.h>
namespace floormat {
struct local_coords;
struct lightmap_shader final : GL::AbstractShaderProgram
{
using Position = GL::Attribute<0, Vector2>;
explicit lightmap_shader();
~lightmap_shader() override;
void set_light(Vector2i neighbor_offset, local_coords pos, Vector2b offset);
struct light light() const; // is a reader accessor needed?
private:
static Vector2i get_px_pos(Vector2i neighbor_offset, local_coords pos, Vector2b offset);
struct light_u final
{
Vector4 color_and_intensity;
Vector2 center;
uint32_t mode;
};
struct light_s final
{
float intensity = 1;
Color3ub color {255, 255, 255};
Vector2i center;
light_falloff falloff;
bool operator==(const light_s&) const noexcept;
};
enum { ColorUniform = 0, CenterUniform = 1, FalloffUniform = 2, DepthUniform = 3, };
light_s _light;
};
} // namespace floormat
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