// // Lol Engine // // Copyright © 2010—2019 Sam Hocevar <sam@hocevar.net> // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. You can redistribute it // and/or modify it under the terms of the Do What the Fuck You Want // to Public License, Version 2, as published by the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #include <lol/engine-internal.h> #include <cstring> #include <cstdlib> namespace lol { Light::Light() : m_color(1.f), m_type(LightType::Directional) { m_gamegroup = tickable::group::game::light; m_drawgroup = tickable::group::draw::light; SetPosition(vec3::zero); } Light::~Light() { } void Light::SetType(LightType const &type) { m_type = type; } LightType Light::GetType() { return m_type; } void Light::SetPosition(vec3 const &pos) { m_position = pos; } vec3 Light::GetPosition() { return m_position; } void Light::SetColor(vec4 const &color) { m_color = color; } vec4 Light::GetColor() { return m_color; } void Light::tick_game(float seconds) { WorldEntity::tick_game(seconds); } void Light::tick_draw(float seconds, Scene &scene) { WorldEntity::tick_draw(seconds, scene); scene.AddLight(this); } } /* namespace lol */