Light_Entity Light_Manager::Add_Static_Light(sf::Vector2f position, float intensity, float radius, int quality, sf::Color color) { m_StaticLight.push_back(Light (position,intensity,radius,quality,color)); m_StaticLight.back().Generate(m_wall); return Light_Entity((int)m_StaticLight.size()-1,false); }
Light_Entity Light_Manager::Add_Dynamic_Light(sf::Vector2f position, float intensity, float radius, int quality, sf::Color color) { m_DynamicLight.push_back(Light (position,intensity,radius,quality,color)); return Light_Entity((int)m_DynamicLight.size()-1,true); }
Light_Entity Light_Manager::Add_Static_Light(Light light) { m_StaticLight.push_back(light); m_StaticLight.back().Generate(m_wall); return Light_Entity((int)m_StaticLight.size()-1,false); }
Light_Entity Light_Manager::Add_Dynamic_Light(Light light) { m_DynamicLight.push_back(light); return Light_Entity((int)m_DynamicLight.size()-1,true); }
Light_Entity Light_Manager::Add_Static_Directional_Light(sf::Vector2f position, float intensity, float radius, float angle, float o_angle, sf::Color color) { m_StaticLight.push_back(new Directional_light (position,intensity,radius,angle,o_angle,color)); m_StaticLight.back()->Generate(m_wall); return Light_Entity((int)m_StaticLight.size()-1,false); }
Light_Entity Light_Manager::Add_Static_Directional_Light(Directional_light light) { m_StaticLight.push_back(new Directional_light(light)); m_StaticLight.back()->Generate(m_wall); return Light_Entity((int)m_StaticLight.size()-1,false); }
Light_Entity Light_Manager::Add_Dynamic_Directional_Light(sf::Vector2f position, float intensity, float radius, float angle, float o_angle, sf::Color color) { m_DynamicLight.push_back(new Directional_light (position,intensity,radius,angle, o_angle,color)); return Light_Entity((int)m_DynamicLight.size()-1,true); }
Light_Entity Light_Manager::Add_Dynamic_Directional_Light(Directional_light light) { m_DynamicLight.push_back(new Directional_light(light)); return Light_Entity((int)m_DynamicLight.size()-1,true); }