Photon Engine
2.0.0-beta
A physically based renderer.
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ALight.h
Go to the documentation of this file.
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#pragma once
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#include "
Actor/PhysicalActor.h
"
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#include "
SDL/sdl_interface.h
"
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namespace
ph
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{
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class
ALight
:
public
PhysicalActor
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{
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public
:
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TransientVisualElement
cook
(
const
CookingContext
& ctx,
const
PreCookReport
& report)
const override
= 0;
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public
:
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PH_DEFINE_SDL_CLASS
(
TSdlOwnerClass<ALight>
)
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{
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ClassType clazz(
"light"
);
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clazz.docName(
"Light Actor"
);
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clazz.description(
"The source of all energy emitting entity in the scene."
);
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clazz.baseOn<
PhysicalActor
>();
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return
clazz;
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}
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};
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}
// end namespace ph
PhysicalActor.h
ph::ALight
Definition
ALight.h:10
ph::ALight::cook
TransientVisualElement cook(const CookingContext &ctx, const PreCookReport &report) const override=0
ph::ALight::PH_DEFINE_SDL_CLASS
PH_DEFINE_SDL_CLASS(TSdlOwnerClass< ALight >)
Definition
ALight.h:19
ph::CookingContext
Information about the world being cooked.
Definition
CookingContext.h:24
ph::PhysicalActor
Definition
PhysicalActor.h:18
ph::PreCookReport
Definition
PreCookReport.h:13
ph::TSdlOwnerClass
SDL binding type for a canonical SDL resource class.
Definition
TSdlOwnerClass.h:23
ph::TransientVisualElement
A group of cooked data that represent the visible part of the scene at a specific time....
Definition
TransientVisualElement.h:19
ph
The root for all renderer implementations.
Definition
EEngineProject.h:6
sdl_interface.h
Source
Actor
Light
ALight.h
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