Grindstone Game Engine v0.2.0
An open source game engine and toolkit.
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PointLightComponent.hpp
1#pragma once
2
3#include "EngineCore/Reflection/ComponentReflection.hpp"
4#include "EngineCore/ECS/Entity.hpp"
5#include "Common/Math.hpp"
6
7namespace Grindstone {
8 class WorldContextSet;
9
10 namespace GraphicsAPI {
11 class Buffer;
12 class RenderPass;
13 class Framebuffer;
14 class DepthStencilTarget;
15 class DescriptorSet;
17 }
18
21 glm::vec3 lightColor = glm::vec3(3, 0.8, 0.4);
22 float lightAttenuationRadius = 40.0f;
23 glm::vec3 lightPosition = glm::vec3(1, 2, 1);
24 float lightIntensity = 40.0f;
25 // float shadowResolution;
26 };
27
28 static void Construct(Grindstone::WorldContextSet& cxtSet, entt::entity);
29 static void Destroy(Grindstone::WorldContextSet& cxtSet, entt::entity);
30
31 Math::Float3 color;
32 float attenuationRadius;
33 float intensity;
34
35 GraphicsAPI::Buffer* uniformBufferObject = nullptr;
36 GraphicsAPI::DescriptorSet* descriptorSet = nullptr;
37 GraphicsAPI::DescriptorSetLayout* descriptorSetLayout = nullptr;
38
39 /* TODO: Re-add this when you come back to point light shadows
40 float shadowResolution;
41 GraphicsAPI::RenderPass* renderPass = nullptr;
42 GraphicsAPI::Framebuffer* framebuffer = nullptr;
43 GraphicsAPI::DepthStencilTarget* depthTarget = nullptr;
44
45 GraphicsAPI::UniformBuffer* shadowMapUniformBufferObject = nullptr;
46 GraphicsAPI::DescriptorSet* shadowMapDescriptorSet = nullptr;
47 GraphicsAPI::DescriptorSetLayout* shadowMapDescriptorSetLayout = nullptr;
48 */
49
50 REFLECT("PointLight")
51 };
52}
Definition Buffer.hpp:49
Definition DescriptorSetLayout.hpp:14
Definition DescriptorSet.hpp:15
Definition Framebuffer.hpp:16
Definition RenderPass.hpp:10
Definition WorldContextSet.hpp:11
Definition PointLightComponent.hpp:20
Definition PointLightComponent.hpp:19