#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 directionalLightComponent, World* m_World) : RenderJob() { Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID)); //Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f); Color = (glm::vec4)directionalLightComponent["Color"]; Intensity = (double)directionalLightComponent["Intensity"]; }; glm::vec4 Direction; glm::vec4 Color; float Intensity; void CalculateHash() override { Hash = 0; } }; #endif