Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile 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
89 lines
1.4 KiB
C++
89 lines
1.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup freestyle
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* \brief Class to represent a light node
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*/
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#include "Node.h"
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#include "../geometry/Geom.h"
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#include "../system/FreestyleConfig.h"
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namespace Freestyle {
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using namespace Geometry;
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class NodeLight : public Node {
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public:
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NodeLight();
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NodeLight(NodeLight &iBrother);
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virtual ~NodeLight()
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{
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}
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/** Accept the corresponding visitor */
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virtual void accept(SceneVisitor &v);
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/** Accessors for the light properties */
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inline const float *ambient() const
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{
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return Ambient;
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}
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inline const float *diffuse() const
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{
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return Diffuse;
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}
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inline const float *specular() const
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{
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return Specular;
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}
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inline const float *position() const
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{
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return Position;
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}
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inline bool isOn() const
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{
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return on;
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}
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inline int number() const
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{
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return _number;
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}
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private:
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// Data members
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// ============
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/** on=true, the light is on */
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bool on;
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/** The color definition */
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float Ambient[4];
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float Diffuse[4];
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float Specular[4];
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/** Light position. if w = 0, the light is placed at infinite. */
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float Position[4];
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/** used to manage the number of lights */
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/** numberOfLights
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* the number of lights in the scene.
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* Initially, 0.
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*/
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static int numberOfLights;
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/** The current light number */
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int _number;
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};
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} /* namespace Freestyle */
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