blob: 03fe46905f90cd0fef33d9350ae200ac5e314a3d (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
|
#include "light.hpp"
#include "shaders/shader.hpp"
#include "loader/loader.hpp"
#include "loader/vobj-info.hpp"
#include <cmath>
namespace floormat {
light_proto::light_proto()
{
atlas = loader.vobj("light"_s).atlas;
pass = pass_mode::pass;
type = entity_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, struct chunk& c, const light_proto& proto) :
entity{id, c, proto},
max_distance{proto.max_distance},
color{proto.color},
falloff{proto.falloff}
{
}
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;
}
entity_type light::type() const noexcept { return entity_type::light; }
bool light::update(size_t, float) { return false; }
bool light::is_dynamic() const { return true; }
bool light::is_virtual() const { return true; }
} // namespace floormat
|