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/*
model/light.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#ifndef __INCLUDED_MODEL_LIGHT_H__
#define __INCLUDED_MODEL_LIGHT_H__
#include "math/vector3f.h"
#include "math/color.h"
namespace model {
/// an exterior light
class Light
{
public:
Light();
Light(math::Vector3f const & location, math::Color const & color, bool strobe=false);
~Light();
inline math::Vector3f const & location() const { return light_location; }
inline math::Color const & color() const { return light_color; };
/// true if this is a strobe light
inline bool strobe() const { return light_strobe; }
/// true if this light has entity color
inline bool entity() const { return light_entity; }
/// size if the light, default is 1.0f
inline float radius() const { return light_radius; }
/// strobe time offset, in seconds
inline float offset() const { return light_offset; }
/// frequency in strobes per second
inline float frequency() const { return light_frequency; }
/// fraction a strobe light will be on, default is 0.5f
inline float time() const { return light_time; }
/// flare texture number
inline unsigned int flare() const { return light_flare; }
/// render texture number
inline size_t texture() const { return render_texture; }
math::Vector3f light_location;
math::Color light_color;
bool light_strobe;
bool light_entity;
float light_radius;
float light_frequency;
float light_offset;
float light_time;
unsigned int light_flare;
size_t render_texture;
};
}
#endif // __INCLUDED_MODEL_LIGHT_H__
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