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//-----------------------------------------------------------------------------
// Name: dynamiclightcollection.hpp
// 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.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Graphics/textureref.h>
#include <Graphics/model.h>
#include <Math/vec3.h>
#include <opengl.h>
#include <vector>
#include <queue>
struct DynamicLight {
int id;
vec3 pos;
vec3 color;
float radius;
// TODO: need intensity
// NOTE: this is just the CPU data structure, see scenegraph.cpp
// for ShaderLight which is the GPU data struct
};
// when you want to add spot lights, DO NOT change DynamicLight
// add new DynamicSpotLight since they need different data and are processed differently
// also DynamicLight should be renamed to DynamicPointLight to clarify its meaning
class BulletWorld;
class SceneGraph;
class DynamicLightCollection {
public:
DynamicLightCollection();
~DynamicLightCollection();
int AddLight(const vec3& pos, const vec3 &color, float radius);
bool MoveLight(int id, const vec3& pos);
bool DeleteLight(int id);
void Draw(BulletWorld& bw);
void Init();
void Dispose();
DynamicLight* GetLightFromID(int id);
private:
std::vector<DynamicLight> dynamic_lights;
int next_id;
friend class SceneGraph;
};
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