Elevate Engine
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SceneLighting.h
Go to the documentation of this file.
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#pragma once
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#include <memory>
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#include <vector>
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// The maximum number of each lights to have in the game, these numbers are passed to the shader at compile time
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#define MAX_DIRECTIONAL_LIGHT 1
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#define MAX_POINTLIGHT 32
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#define MAX_SPOTLIGHT 32
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namespace
Elevate
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{
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class
DirectionalLight;
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class
PointLight;
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class
Shader;
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class
SceneLighting
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{
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public
:
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SceneLighting
() =
default
;
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SceneLighting
(
DirectionalLight
* dirLight, std::initializer_list<PointLight*> pointLights)
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: m_dirLight(dirLight), m_pointLights(pointLights) { }
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SceneLighting
(
DirectionalLight
* dirLight,
const
std::vector<PointLight*>& pointLights)
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: m_dirLight(dirLight), m_pointLights(pointLights) {}
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void
UploadToShader
(
const
std::shared_ptr<Shader>& shader)
const
;
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private
:
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DirectionalLight
* m_dirLight;
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std::vector<PointLight*> m_pointLights;
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};
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}
Elevate::DirectionalLight
Definition
DirectionalLight.h:7
Elevate::SceneLighting
Definition
SceneLighting.h:18
Elevate::SceneLighting::UploadToShader
void UploadToShader(const std::shared_ptr< Shader > &shader) const
Definition
SceneLighting.cpp:11
Elevate::SceneLighting::SceneLighting
SceneLighting()=default
Elevate::SceneLighting::SceneLighting
SceneLighting(DirectionalLight *dirLight, const std::vector< PointLight * > &pointLights)
Definition
SceneLighting.h:23
Elevate::SceneLighting::SceneLighting
SceneLighting(DirectionalLight *dirLight, std::initializer_list< PointLight * > pointLights)
Definition
SceneLighting.h:21
Elevate
Definition
AudioDistanceProbe.h:9
ElevateEngine
src
ElevateEngine
Renderer
Light
SceneLighting.h
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