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-rw-r--r--src/graphics/common/light.h88
-rw-r--r--src/graphics/common/vertex.h47
2 files changed, 135 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
{
diff --git a/src/graphics/common/vertex.h b/src/graphics/common/vertex.h
new file mode 100644
index 0000000..b54b56e
--- /dev/null
+++ b/src/graphics/common/vertex.h
@@ -0,0 +1,47 @@
+#pragma once
+
+#include "math/vector.h"
+#include "math/point.h"
+
+namespace Gfx {
+
+/**
+ * \struct Vertex Vertex of a primitive
+ *
+ * This structure was created as analog to DirectX's D3DVERTEX.
+ *
+ * It contains:
+ * - vertex coordinates (x,y,z) as Math::Vector,
+ * - normal coordinates (nx,ny,nz) as Math::Vector
+ * - texture coordinates (u,v) as Math::Point.
+ */
+struct Vertex
+{
+ Math::Vector coord;
+ Math::Vector normal;
+ Math::Point texCoord;
+
+ Vertex(Math::Vector aCoord = Math::Vector(),
+ Math::Vector aNormal = Math::Vector(),
+ Math::Point aTexCoord = Math::Point())
+ : coord(aCoord), normal(aNormal), texCoord(aTexCoord) {}
+};
+
+/**
+ * \struct VertexTex2 Vertex with secondary texture coordinates
+ *
+ * In addition to fields from Gfx::Vector, it contains
+ * secondary texture coordinates (u2, v2) as Math::Point
+ */
+struct VertexTex2 : public Gfx::Vertex
+{
+ Math::Point texCoord2;
+
+ VertexTex2(Math::Vector aCoord = Math::Vector(),
+ Math::Vector aNormal = Math::Vector(),
+ Math::Point aTexCoord = Math::Point(),
+ Math::Point aTexCoord2 = Math::Point())
+ : Vertex(aCoord, aNormal, aTexCoord), texCoord2(aTexCoord2) {}
+};
+
+};