// * This file is part of the COLOBOT source code // * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch // * // * This program is free software: you can redistribute it and/or modify // * it under the terms of the GNU General Public License as published by // * the Free Software Foundation, either version 3 of the License, or // * (at your option) any later version. // * // * This program is distributed in the hope that it will be useful, // * but WITHOUT ANY WARRANTY; without even the implied warranty of // * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // * GNU General Public License for more details. // * // * You should have received a copy of the GNU General Public License // * along with this program. If not, see http://www.gnu.org/licenses/. // light.h #pragma once #include "graphics/d3d/d3dengine.h" #include "graphics/common/color.h" class CInstanceManager; class CD3DEngine; const int D3DMAXLIGHT = 100; struct LightProg { float starting; float ending; float current; float progress; float speed; }; struct Light { char bUsed; // true -> light exists char bEnable; // true -> light turned on D3DTypeObj incluType; // type of all objects included D3DTypeObj excluType; // type of all objects excluded D3DLIGHT7 light; // configuration of the light LightProg intensity; // intensity (0 .. 1) LightProg colorRed; LightProg colorGreen; LightProg colorBlue; }; // 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 { public: CLight(CInstanceManager *iMan, CD3DEngine* engine); virtual ~CLight(); void SetD3DDevice(LPDIRECT3DDEVICE7 device); void FlushLight(); int CreateLight(); bool DeleteLight(int lightRank); bool SetLight(int lightRank, const D3DLIGHT7 &light); bool GetLight(int lightRank, D3DLIGHT7 &light); bool LightEnable(int lightRank, bool bEnable); bool SetLightIncluType(int lightRank, D3DTypeObj type); bool SetLightExcluType(int lightRank, D3DTypeObj type); bool SetLightPos(int lightRank, Math::Vector pos); Math::Vector RetLightPos(int lightRank); bool SetLightDir(int lightRank, Math::Vector dir); Math::Vector RetLightDir(int lightRank); bool SetLightIntensitySpeed(int lightRank, float speed); bool SetLightIntensity(int lightRank, float value); float RetLightIntensity(int lightRank); void AdaptLightColor(D3DCOLORVALUE color, float factor); bool SetLightColorSpeed(int lightRank, float speed); bool SetLightColor(int lightRank, D3DCOLORVALUE color); D3DCOLORVALUE RetLightColor(int lightRank); void FrameLight(float rTime); void LightUpdate(); void LightUpdate(D3DTypeObj type); protected: protected: CInstanceManager* m_iMan; CD3DEngine* m_engine; LPDIRECT3DDEVICE7 m_pD3DDevice; float m_time; int m_lightUsed; Light* m_lightTable; };