#include "DirectionalLight.hpp"
#include "Scene.hpp"
#include "ShadowVolumeCaster.hpp"
#include <wren/directional_light.h>
namespace wren {
void DirectionalLight::setDirection(const glm::vec3 &direction) {
if (mDirection == direction)
return;
mDirection = direction;
for (auto entry : mShadowListeners)
entry.second->notifyLightDirty(this);
}
DirectionalLight::DirectionalLight() : mDirection(gVec3UnitZ) {
Scene::instance()->addLight(this);
}
DirectionalLight::~DirectionalLight() {
Scene::instance()->removeLight(this);
if (on() && castShadows())
--LightNode::cActiveLightsCastingShadows[TYPE_DIRECTIONAL];
}
}
WrDirectionalLight *wr_directional_light_new() {
return reinterpret_cast<WrDirectionalLight *>(wren::DirectionalLight::createDirectionalLight());
}
void wr_directional_light_set_color(WrDirectionalLight *light, const float *color) {
reinterpret_cast<wren::LightNode *>(light)->setColor(glm::make_vec3(color));
}
void wr_directional_light_set_intensity(WrDirectionalLight *light, float intensity) {
reinterpret_cast<wren::LightNode *>(light)->setIntensity(intensity);
}
void wr_directional_light_set_ambient_intensity(WrDirectionalLight *light, float ambient_intensity) {
reinterpret_cast<wren::LightNode *>(light)->setAmbientIntensity(ambient_intensity);
}
void wr_directional_light_set_on(WrDirectionalLight *light, bool on) {
reinterpret_cast<wren::LightNode *>(light)->setOn(on);
}
void wr_directional_light_set_cast_shadows(WrDirectionalLight *light, bool cast_shadows) {
reinterpret_cast<wren::LightNode *>(light)->setCastShadows(cast_shadows);
}
void wr_directional_light_set_direction(WrDirectionalLight *light, float *direction) {
reinterpret_cast<wren::DirectionalLight *>(light)->setDirection(glm::make_vec3(direction));
}