1#include <Engine/Scene/Light.hpp>
3#include <Core/Containers/VariableSetEnumManagement.hpp>
4#include <Engine/Data/RenderParameters.hpp>
5#include <Engine/RadiumEngine.hpp>
11 Component( name, entity ), m_type( type ) {
12 Core::VariableSetEnumManagement::setEnumVariable( m_params,
"light.type", m_type );
void mergeReplaceVariables(const VariableSet &from)
Merge the VariableSet from into this.
Management of shader parameters with automatic binding of a named parameter to the corresponding glsl...
void setVariable(const std::string &name, RenderParameters &rp)
overload create ref wrapper for RenderParameters variable
A component is an element that can be updated by a system. It is also linked to some other components...
An entity is an scene element. It ties together components with a transform.
Light(Entity *entity, const LightType &type, const std::string &name="light")
virtual std::string getShaderInclude() const
const Data::RenderParameters & getRenderParameters() const
Gives read-only access to the renderParameters of the light.
void initialize() override
hepler function to manage enum as underlying types in VariableSet