using Friflo.Engine.ECS; using Microsoft.Xna.Framework; namespace MrGameEng.Lighting; /// /// A point light: an entity with this component plus a /// adds light around its world position, attenuating to zero at and casting /// grid-traced shadows behind occluders. Picked up by the lighting system into the lightmap. /// public struct PointLight : IComponent { /// Reach of the light in world units (light fades to zero at this distance). public float Radius; /// Light tint (reserved for colored lights; intensity currently drives brightness). public Color Color; /// Peak brightness added at the light's centre (0..1+). public float Intensity; }