// * This file is part of the COLOBOT source code // * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch // * Copyright (C) 2012, Polish Portal of Colobot (PPC) // * // * 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/common/engine.h" #include "graphics/common/color.h" #include "math/vector.h" namespace Gfx { /** \enum LightType * \brief Type of light */ enum LightType { LIGHT_POINT, LIGHT_SPOT, LIGHT_DIRECTIONAL }; /** * \struct Light * \brief Light * * This structure was created as analog to DirectX's D3DLIGHT. */ struct Light { //! Type of light source Gfx::LightType type; //! Color of ambient light Gfx::Color ambient; //! Color of diffuse light Gfx::Color diffuse; //! Color of specular light Gfx::Color specular; //! Position in world space (for point & spot lights) Math::Vector position; //! Direction in world space (for directional & spot lights) Math::Vector direction; //! Constant attenuation factor float attenuation0; //! Linear attenuation factor float attenuation1; //! Quadratic attenuation factor float attenuation2; //! Angle of spotlight cone (0-90 degrees) float spotAngle; //! Intensity of spotlight (0 = uniform; 128 = most intense) float spotIntensity; //! Constructor; calls LoadDefault() Light() { LoadDefault(); } //! Loads default values void LoadDefault() { type = LIGHT_POINT; ambient = Gfx::Color(0.4f, 0.4f, 0.4f); diffuse = Gfx::Color(0.8f, 0.8f, 0.8f); specular = Gfx::Color(1.0f, 1.0f, 1.0f); position = Math::Vector(0.0f, 0.0f, 0.0f); direction = Math::Vector(0.0f, 0.0f, 1.0f); attenuation0 = 1.0f; attenuation1 = attenuation2 = 0.0f; spotAngle = 90.0f; spotIntensity = 0.0f; } }; /** * \struct LightProgression * \brief Describes the progression of light parameters change * * TODO documentation */ struct LightProgression { float starting; float ending; float current; float progress; float speed; LightProgression() { starting = ending = current = progress = speed = 0.0f; } }; /** * \struct DynamicLight * \brief Dynamic light in 3D scene * * TODO documentation */ struct DynamicLight { //! true -> light exists bool used; //! true -> light turned on bool enabled; //! Type of all objects included Gfx::EngineObjectType includeType; //! Type of all objects excluded Gfx::EngineObjectType excludeType; //! Configuration of the light Gfx::Light light; //! intensity (0 .. 1) Gfx::LightProgression intensity; Gfx::LightProgression colorRed; Gfx::LightProgression colorGreen; Gfx::LightProgression colorBlue; }; /** \class CLight \brief Manager for dynamic lights in 3D scene */ class CLight { public: CLight(CInstanceManager *iMan, Gfx::CEngine* engine); virtual ~CLight(); void SetDevice(Gfx::CDevice* device); void FlushLight(); int CreateLight(); bool DeleteLight(int lightRank); bool SetLight(int lightRank, const Gfx::Light &light); bool GetLight(int lightRank, Gfx::Light &light); bool LightEnable(int lightRank, bool enable); bool SetLightIncludeType(int lightRank, Gfx::EngineObjectType type); bool SetLightExcludeType(int lightRank, Gfx::EngineObjectType type); bool SetLightPos(int lightRank, const Math::Vector &pos); Math::Vector GetLightPos(int lightRank); bool SetLightDir(int lightRank, const Math::Vector &dir); Math::Vector GetLightDir(int lightRank); bool SetLightIntensitySpeed(int lightRank, float speed); bool SetLightIntensity(int lightRank, float value); float GetLightIntensity(int lightRank); void AdaptLightColor(const Gfx::Color &color, float factor); bool SetLightColorSpeed(int lightRank, float speed); bool SetLightColor(int lightRank, const Gfx::Color &color); Gfx::Color GetLightColor(int lightRank); void FrameLight(float rTime); void LightUpdate(); void LightUpdate(Gfx::EngineObjectType type); protected: CInstanceManager* m_iMan; CEngine* m_engine; CDevice* m_device; float m_time; std::vector m_dynLights; }; }; // namespace Gfx