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authorPiotr Dziwinski <piotrdz@gmail.com>2012-06-20 19:34:54 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-06-20 19:34:54 +0200
commit11df0ebf94e0842566bdc8d627ab50cc5309605d (patch)
tree13b0533002025a288e308165badb66d4550cabe0 /src/graphics/common/light.h
parent4ecc4bb4c0c3b4bb180d30a1ee54de41fb5d605c (diff)
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Vertex and Light structures
Diffstat (limited to 'src/graphics/common/light.h')
-rw-r--r--src/graphics/common/light.h88
1 files changed, 88 insertions, 0 deletions
diff --git a/src/graphics/common/light.h b/src/graphics/common/light.h
index 683f715..26b4f0f 100644
--- a/src/graphics/common/light.h
+++ b/src/graphics/common/light.h
@@ -20,6 +20,7 @@
#include "graphics/d3d/d3dengine.h"
+#include "graphics/common/color.h"
class CInstanceManager;
@@ -56,6 +57,93 @@ struct Light
};
+// temporary!
+namespace Gfx {
+
+/** \enum LightType Type of light */
+enum LightType
+{
+ LT_Point,
+ LT_Spot,
+ LT_Directional
+};
+
+/**
+ * \struct Light Light
+ *
+ * This structure was created as analog to DirectX's D3DLIGHT.
+ *
+ * It contains analogous fields as the D3DLIGHT struct.
+ */
+struct Light
+{
+ //! Type of light source
+ Gfx::LightType type;
+ //! Color of light
+ Gfx::Color color;
+ //! Position in world space
+ Math::Vector position;
+ //! Direction in world space
+ Math::Vector direction;
+ //! Cutoff range
+ float range;
+ //! Falloff
+ float falloff;
+ //! Constant attenuation
+ float attenuation0;
+ //! Linear attenuation
+ float attenuation1;
+ //! Quadratic attenuation
+ float attenuation2;
+ //! Inner angle of spotlight cone
+ float theta;
+ //! Outer angle of spotlight cone
+ float phi;
+
+ Light() : type(LT_Point), range(0.0f), falloff(0.0f),
+ attenuation0(0.0f), attenuation1(0.0f), attenuation2(0.0f),
+ theta(0.0f), phi(0.0f) {}
+};
+
+struct LightProg
+{
+ float starting;
+ float ending;
+ float current;
+ float progress;
+ float speed;
+};
+
+/**
+ * \struct SceneLight Dynamic light in 3D scene
+ *
+ * TODO documentation
+ */
+struct SceneLight
+{
+ //! true -> light exists
+ bool used;
+ //! true -> light turned on
+ bool enable;
+
+ //! Type of all objects included
+ D3DTypeObj incluType;
+ //! Type of all objects excluded
+ D3DTypeObj excluType;
+
+ //! Configuration of the light
+ Gfx::Light light;
+
+ //! intensity (0 .. 1)
+ Gfx::LightProg intensity;
+ Gfx::LightProg colorRed;
+ Gfx::LightProg colorGreen;
+ Gfx::LightProg colorBlue;
+};
+
+}; // namespace Gfx
+
+
class CLight
{