#ifndef DirectionalLightJob_h__ #define DirectionalLightJob_h__ #include #include "../Common.h" #include "../GLM.h" #include "../Core/ComponentWrapper.h" #include "RenderJob.h" #include "../Core/Transform.h" #include "../Core/World.h" struct DirectionalLightJob : RenderJob { DirectionalLightJob(ComponentWrapper transformComponent, ComponentWrapper directionalLightCompoentn, World* m_World) : RenderJob() { Direction = glm::vec4((glm::vec3)directionalLightCompoentn["Direction"], 1.f); Color = (glm::vec4)directionalLightCompoentn["Color"]; Intensity = (double)directionalLightCompoentn["Intensity"]; }; glm::vec4 Direction; glm::vec4 Color; float Intensity; glm::vec3 padding = glm::vec3(1.f, 2.f, 3.f); void CalculateHash() override { Hash = 0; } }; #endif