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maszyna/rendering/lightarray.h
2026-05-24 21:48:05 +02:00

55 lines
1.8 KiB
C++

#pragma once
#include "utilities/Classes.h"
// collection of virtual light sources present in the scene
// used by the renderer to determine most suitable placement for actual light sources during render
struct light_array {
public:
// types
struct light_record {
light_record( TDynamicObject const *Owner, int const Lightindex) :
owner(Owner), index(Lightindex)
{};
TDynamicObject const *owner; // the object in world which 'carries' the light
int index{ -1 }; // 0: front lights, 1: rear lights
glm::dvec3 position; // position of the light in 3d scene
glm::vec3 direction; // direction of the light in 3d scene
glm::vec3 color{ 255.0f / 255.0f, 241.0f / 255.0f, 224.0f / 255.0f }; // color of the light, default is halogen light
float intensity{ 0.0f }; // (combined) intensity of the light(s)
int count{ 0 }; // number (or pattern) of active light(s)
glm::vec3 state{ 0.f }; // state of individual lights
};
// methods
// adds records for lights of specified owner to the collection
void
insert( TDynamicObject const *Owner );
// removes records for lights of specified owner from the collection
void
remove( TDynamicObject const *Owner );
// updates records in the collection
void
update();
// types
typedef std::vector<light_record> lightrecord_array;
struct free_light_record {
glm::dvec3 position;
glm::vec3 direction { 0.f, -1.f, 0.f };
glm::vec3 color { 1.f, 1.f, 1.f };
float intensity { 1.0f };
float range { 25.0f };
float inner_cutoff { 0.9659f }; // cos(15°)
float outer_cutoff { 0.9063f }; // cos(25°)
};
// members
lightrecord_array data;
std::vector<free_light_record> free_lights;
};