4 #include <glm/gtc/constants.hpp> 5 #include <mos/gfx/camera.hpp> 6 #include <mos/gfx/target.hpp> 7 #include <mos/gfx/texture_2d.hpp> 15 const glm::vec3 ¢er = glm::vec3(0.0f, 0.0f, 0.0f),
16 float angle = glm::half_pi<float>(),
17 const glm::vec3 &color = glm::vec3(0.0f),
18 float strength = 0.0f,
float near = 0.1f,
19 float far = 10.0f,
float blend = 0.15);
21 static auto load(
const std::string &directory,
const std::string &path,
22 const glm::mat4 &parent_transform = glm::mat4(1.0f))
28 auto blend()
const -> float;
33 auto angle()
const -> float;
38 auto position()
const -> glm::vec3;
43 auto direction()
const -> glm::vec3;
46 auto near_far(
float near,
float far) -> void;
48 glm::vec3 color = glm::vec3(0.0f);
Rendering camera view.
Definition: camera.hpp:12
auto blend(float blend) -> void
Set blend factor.
auto near_far(float near, float far) -> void
Set near and far plane.
Definition: assets.hpp:17
auto direction(const glm::vec3 &direction) -> void
Set center/focus point.
auto position(const glm::vec3 &position) -> void
Set position.
Camera camera
Camera for shadow map rendering.
Definition: spot_light.hpp:54
auto angle(float angle) -> void
Set spot angle, in radans.
Spotlight.
Definition: spot_light.hpp:12
float strength
Strength of the lamp in watts.
Definition: spot_light.hpp:51