/* Copyright (c) 2018-2024, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * 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 #include #include #include #include "common/error.h" #include "common/glm_common.h" #include "core/shader_module.h" #include "scene_graph/component.h" namespace vkb { namespace sg { enum LightType { Directional = 0, Point = 1, Spot = 2, // Insert new light type here Max }; struct LightProperties { glm::vec3 direction{0.0f, 0.0f, -1.0f}; glm::vec3 color{1.0f, 1.0f, 1.0f}; float intensity{1.0f}; float range{0.0f}; float inner_cone_angle{0.0f}; float outer_cone_angle{0.0f}; }; class Light : public Component { public: Light(const std::string &name); Light(Light &&other) = default; virtual ~Light() = default; virtual std::type_index get_type() override; void set_node(Node &node); Node *get_node(); void set_light_type(const LightType &type); const LightType &get_light_type(); void set_properties(const LightProperties &properties); const LightProperties &get_properties(); private: Node *node{nullptr}; LightType light_type; LightProperties properties; }; } // namespace sg } // namespace vkb