blender::float3 BKE_light_color(const Light &light)
void BKE_light_eval(Depsgraph *depsgraph, Light *la)
float BKE_light_area(const Light &light, const blender::float4x4 &object_to_world)
Light * BKE_light_add(Main *bmain, const char *name) ATTR_WARN_UNUSED_RESULT
float BKE_light_power(const Light &light)
#define ATTR_WARN_UNUSED_RESULT
BPy_StructRNA * depsgraph
MatBase< float, 4, 4 > float4x4
VecBase< float, 3 > float3