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test2/source/blender/freestyle/intern/scene_graph/NodeLight.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
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While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

89 lines
1.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup freestyle
* \brief Class to represent a light node
*/
#include "Node.h"
#include "../geometry/Geom.h"
#include "../system/FreestyleConfig.h"
namespace Freestyle {
using namespace Geometry;
class NodeLight : public Node {
public:
NodeLight();
NodeLight(NodeLight &iBrother);
virtual ~NodeLight()
{
}
/** Accept the corresponding visitor */
virtual void accept(SceneVisitor &v);
/** Accessors for the light properties */
inline const float *ambient() const
{
return Ambient;
}
inline const float *diffuse() const
{
return Diffuse;
}
inline const float *specular() const
{
return Specular;
}
inline const float *position() const
{
return Position;
}
inline bool isOn() const
{
return on;
}
inline int number() const
{
return _number;
}
private:
// Data members
// ============
/** on=true, the light is on */
bool on;
/** The color definition */
float Ambient[4];
float Diffuse[4];
float Specular[4];
/** Light position. if w = 0, the light is placed at infinite. */
float Position[4];
/** used to manage the number of lights */
/** numberOfLights
* the number of lights in the scene.
* Initially, 0.
*/
static int numberOfLights;
/** The current light number */
int _number;
};
} /* namespace Freestyle */