100 lines
2.3 KiB
C++
100 lines
2.3 KiB
C++
#pragma once
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#include "NFObject.h"
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#include "Utility.h"
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namespace nf {
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class Shader;
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/**
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* @brief A light in a gamestate's world
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*
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* Lights are completely dynamic and can have different colors and strengths. They
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* are also movable.
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*/
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class Light : public NFObject {
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public:
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/**
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* @brief Dictates the behavior of a light
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*/
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enum class Type {
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/**
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* @brief A light that has a position in the world and casts light in every
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* direction
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*/
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POINT,
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/**
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* @brief A light that has no position, but only a direction; Perfect for
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* sunlight
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*/
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DIRECTIONAL
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};
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/**
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* @brief Constructor
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*
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* See @ref obLifetime
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*/
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Light();
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/**
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* @brief Creates a light
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* @param position Starting position vector of the light
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* @param color Color vector in (red, green, blue) order from 0.0f to 1.0f
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* @param strength Strength of the light; Optional
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* @param type Type of the light; Optional
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*/
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void create(const Vec3& position, const Vec3& color, float strength = 1.0f, Type type = Type::POINT);
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/**
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* @brief Queries whether or not the light has been created
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* @return If the light has been created
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*/
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bool isConstructed();
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/**
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* @brief Sets the position of the light with a Vec3
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* @param position The position vector
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*
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* For directional lights, this will change the direction instead of the position.
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*/
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void setPosition(const Vec3& position);
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/**
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* @brief Sets the color of the light
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* @param color The color vector in (red, green, blue) order from 0.0f to 1.0f
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*/
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void setColor(const Vec3& color);
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/**
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* @brief Sets the strength of the light
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* @param strength The strength
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*/
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void setStrength(float strength);
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/**
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* @brief Queries the type of the light
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* @return The type of the light
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*/
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Type getType();
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/**
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* @brief Gets the position of the light
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* @return The position of the light
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*/
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const Vec3& getPosition();
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/**
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* @brief Gets the color of the light
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* @return The color vector
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*/
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const Vec3& getColor();
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/**
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* @brief Gets the strength of the light
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* @return The strength
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*/
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const float getStrength();
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#ifndef NFIMPL
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void bind(Shader* shader, unsigned int lightNumber);
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#endif
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void destroy() override;
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~Light();
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private:
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bool m_constructed;
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Type m_type;
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Vec3 m_position;
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Vec3 m_color;
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float m_strength;
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};
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} |