// * 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/. /** * \file graphics/core/light.h * \brief Light struct and related enums */ #pragma once #include "graphics/core/color.h" #include "math/vector.h" // Graphics module namespace namespace Gfx { /** * \enum LightType * \brief Type of light in 3D scene */ enum LightType { LIGHT_POINT, LIGHT_SPOT, LIGHT_DIRECTIONAL }; /** * \struct Light * \brief Properties of light in 3D scene * * This structure was created as analog to DirectX's D3DLIGHT. */ struct Light { //! Type of light source LightType type; //! Color of ambient light Color ambient; //! Color of diffuse light Color diffuse; //! Color of specular light 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-PI/2 radians) 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 = Color(0.4f, 0.4f, 0.4f); diffuse = Color(0.8f, 0.8f, 0.8f); specular = 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 = Math::PI/2.0f; spotIntensity = 0.0f; } }; } // namespace Gfx