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// * 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<Gfx::DynamicLight> m_dynLights;
};
}; // namespace Gfx
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