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//-----------------------------------------------------------------------------
// Name: dynamiclightcollection.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "dynamiclightcollection.hpp"
#include <Graphics/camera.h>
#include <Graphics/pxdebugdraw.h>
#include <Graphics/graphics.h>
#include <Graphics/shaders.h>
#include <Graphics/sky.h>
#include <Graphics/textures.h>
#include <Physics/bulletworld.h>
#include <Internal/profiler.h>
#include <Game/hardcoded_assets.h>
#include <Math/vec3math.h>
#include <Wrappers/glm.h>
#include <Logging/logdata.h>
#include <Utility/assert.h>
#include <cfloat>
DynamicLightCollection::DynamicLightCollection() {
next_id = 0;
}
DynamicLightCollection::~DynamicLightCollection() {
}
int DynamicLightCollection::AddLight(const vec3& pos, const vec3 &color, float radius) {
dynamic_lights.resize(dynamic_lights.size() + 1);
DynamicLight &light = dynamic_lights.back();
light.pos = pos;
light.id = next_id++;
light.color = color;
light.radius = radius;
return light.id;
}
bool DynamicLightCollection::MoveLight(int id, const vec3& pos) {
DynamicLight* light = GetLightFromID(id);
if(light){
light->pos = pos;
return true;
} else {
return false;
}
}
bool DynamicLightCollection::DeleteLight(int id) {
for(int i=0, len=dynamic_lights.size(); i<len; ++i){
if(dynamic_lights[i].id == id) {
dynamic_lights.erase(dynamic_lights.begin() + i);
return true;
}
}
return false;
}
void DynamicLightCollection::Init() {
}
void DynamicLightCollection::Dispose() {
}
DynamicLight* DynamicLightCollection::GetLightFromID(int id) {
for(int i=0, len=dynamic_lights.size(); i<len; ++i){
if(dynamic_lights[i].id == id) {
return &dynamic_lights[i];
}
}
return NULL;
}
void DynamicLightCollection::Draw(BulletWorld& bw) {
}
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