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LightPoint.h
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#pragma once
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/*
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* The MIT License (MIT)
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*
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* Copyright (c) 2018 Filip Wasil and Fillwave community members
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <flw/flc/extended/rendering/Texture3DRenderable.h>
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#include <flw/cmn/scene/CameraPerspective.h>
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#include <flw/cmn/scene/Light.h>
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#include <flw/flf/models/shapes/Sphere.h>
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#include <map>
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namespace
flw
{
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namespace
flf {
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class
LightPoint
:
public
Light
{
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public
:
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LightPoint
(
flc::Texture3DRenderable
* tex, glm::vec3 pos, glm::vec4 intensity,
Moveable
* observed =
nullptr
);
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~
LightPoint
()
override
;
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flc::Texture3DRenderable
* getShadowTexture();
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CameraPerspective
* getShadowCamera(GLenum
id
);
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void
updateShadowCamera();
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protected
:
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flc::Texture3DRenderable
* mShadowTexture;
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std::map<GLenum, pu<CameraPerspective>> mFaceCameras;
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private
:
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Sphere
mSphere;
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};
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}
/* flf */
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}
/* flw */
flw
Definition:
Aliases.h:30
flw::flc::Texture3DRenderable
One can render to this texture and use the rendered 6 images as a 2D texture.
Definition:
Texture3DRenderable.h:34
flw::Moveable
Base for every object which has a 3D position.
Definition:
Moveable.h:43
flw::CameraPerspective
Camera with perspective projection.
Definition:
CameraPerspective.h:32
flw::flf::Sphere
Shape<flc::VertexBasic> encapsulating vertices and indices for triangle drawn UV sphere.
Definition:
Sphere.h:35
flw::Light
Base for all lights.
Definition:
Light.h:55
flw::flf::LightPoint
Not used.
Definition:
LightPoint.h:37
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