WIP Implementing Reflection for lighting and particle systems
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@@ -53,9 +53,9 @@ public:
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virtual void loadXML(tinyxml2::XMLElement* e);
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void setIntensity(float intensity);
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float getIntensity();
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float getIntensity() const;
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void setDecayStart(float decayStart);
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float getDecayStart();
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float getDecayStart() const;
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const hydra::Vector3& getColor();
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void setColor(const hydra::Vector3& color);
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@@ -74,6 +74,9 @@ public:
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protected:
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KRLight(KRScene& scene, std::string name);
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bool getShaderValue(ShaderValue value, float* output) const override;
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bool getShaderValue(ShaderValue value, hydra::Vector3* output) const override;
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float m_intensity;
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float m_decayStart;
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hydra::Vector3 m_color;
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