21 #ifndef GF_LIGHT_SYSTEM_H 22 #define GF_LIGHT_SYSTEM_H 28 #include "GraphicsApi.h" 29 #include "LightPointEmission.h" 30 #include "LightShape.h" 33 #include "RenderTexture.h" 41 #ifndef DOXYGEN_SHOULD_SKIP_THIS 79 m_ambientColor = color;
95 struct LightDirection {
108 std::vector<Ref<LightShape>> m_shapes;
109 std::vector<Ref<LightPointEmission>> m_points;
110 std::vector<Ref<LightDirection>> m_directions;
116 Shader m_lightOverShapeShader;
128 #ifndef DOXYGEN_SHOULD_SKIP_THIS 133 #endif // GF_LIGHT_SYSTEM_H 2D camera that defines what region is shown on framebuffer
Definition: View.h:94
Target for off-screen 2D rendering into a texture.
Definition: RenderTexture.h:98
Light shape.
Definition: LightShape.h:54
Base class for all render targets (window, texture, ...)
Definition: RenderTarget.h:102
Define the states used for drawing to a RenderTarget.
Definition: RenderStates.h:82
void setAmbientColor(const Color4f &color)
Definition: LightSystem.h:78
A light system.
Definition: LightSystem.h:74
Abstract base class for objects that can be drawn to a render window.
Definition: Drawable.h:57
uint32_t index
Definition: LightSystem.h:67
An OpenGL vertex and/or fragment shader.
Definition: Shader.h:119
LightType
The type of light.
Definition: LightSystem.h:53
A texture for colored images.
Definition: Texture.h:313
The id of a light.
Definition: LightSystem.h:65
Light point emission.
Definition: LightPointEmission.h:39
The namespace for gf classes.
Definition: Action.h:35
A 4D vector.
Definition: Vector.h:852
LightType type
Definition: LightSystem.h:66