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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 of 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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