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#pragma once
#include "src/light-falloff.hpp"
#include "src/entity.hpp"
#include <Magnum/Magnum.h>
#include <Magnum/Math/Vector2.h>
#include <Magnum/Math/Color.h>
namespace floormat {
struct light_proto : entity_proto
{
light_proto();
light_proto(const light_proto&);
light_proto& operator=(const light_proto&);
~light_proto() noexcept override;
bool operator==(const light_proto&) const;
Vector2 half_dist{3};
Color3ub color{255, 255, 255};
light_falloff falloff : 3 = light_falloff::linear;
uint8_t symmetric : 1 = true;
};
struct light final : entity
{
Vector2 half_dist;
Color3ub color;
light_falloff falloff : 3;
uint8_t symmetric : 1 = true;
light(object_id id, struct chunk& c, const light_proto& proto);
Vector2 ordinal_offset(Vector2b offset) const override;
float depth_offset() const override;
entity_type type() const noexcept override;
bool update(size_t i, float dt) override;
bool is_dynamic() const override;
bool is_virtual() const override;
static float calc_intensity(float half_dist, light_falloff falloff);
friend struct world;
};
} // namespace floormat
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