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#pragma once
#include "src/light-falloff.hpp"
#include "src/object.hpp"
#include <Magnum/Magnum.h>
#include <Magnum/Math/Vector2.h>
#include <Magnum/Math/Color.h>
namespace floormat {
struct light_proto : object_proto
{
~light_proto() noexcept override;
light_proto();
light_proto(const light_proto&);
light_proto& operator=(const light_proto&);
light_proto(light_proto&&) noexcept;
light_proto& operator=(light_proto&&) noexcept;
bool operator==(const object_proto&) const override;
float max_distance = 0;
Color4ub color{255, 255, 255, 255};
light_falloff falloff = light_falloff::linear;
bool enabled = true;
};
struct light final : object
{
float max_distance;
Color4ub color;
light_falloff falloff : 2;
bool enabled : 1;
light(object_id id, class chunk& c, const light_proto& proto);
Vector2 ordinal_offset(Vector2b offset) const override;
float depth_offset() const override;
object_type type() const noexcept override;
void update(const std::shared_ptr<object>& ptr, size_t& i, const Ns& dt) override;
bool is_dynamic() const override;
bool is_virtual() const override;
explicit operator light_proto() const;
friend class world;
};
template<> struct object_type_<struct light> : std::integral_constant<object_type, object_type::light> {};
template<> struct object_type_<struct light_proto> : std::integral_constant<object_type, object_type::light> {};
} // namespace floormat
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