2 #include <mos/gfx/box.hpp> 3 #include <mos/gfx/cube_camera.hpp> 4 #include <mos/gfx/target.hpp> 8 class Environment_light;
9 using Optional_environment_light = std::optional<Environment_light>;
18 const glm::vec3 &
extent = glm::vec3(50.0f),
22 static auto load(
const std::string &directory,
const std::string &path,
23 const glm::mat4 &parent_transform = glm::mat4(1.0f))
36 auto extent()
const -> glm::vec3;
39 auto inside(
const glm::vec3 &point)
const -> bool;
auto inside(const glm::vec3 &point) const -> bool
Check if a point is inside the environment light box.
Environment light, based on a cube map.
Definition: environment_light.hpp:12
float strength
Strength.
Definition: environment_light.hpp:45
Rendering camera view.
Definition: camera.hpp:12
auto camera(size_t index) const -> Camera
Get one of the six cube cameras, for rendering.
Environment_light(const glm::vec3 &position=glm::vec3(0.0f, 0.0f, 1.0f), const glm::vec3 &extent=glm::vec3(50.0f), float strength=0.0f, float falloff=0.1f, float near=0.1f)
Definition: assets.hpp:17
auto position() const -> glm::vec3
Get position.
Camera for environment rendering.
Definition: cube_camera.hpp:10
Visual bounding box.
Definition: box.hpp:8
auto extent() const -> glm::vec3
Get extent.
float falloff
Falloff.
Definition: environment_light.hpp:48