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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.
*
* It contains analogous fields as the D3DLIGHT struct.
*/
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
Math::Vector position;
//! Direction in world space
Math::Vector direction;
//! Cutoff range
float range;
//! Falloff
float falloff;
//! Inner angle of spotlight cone
float theta;
//! Outer angle of spotlight cone
float phi;
//! Constant attenuation
float attenuation0;
//! Linear attenuation
float attenuation1;
//! Quadratic attenuation
float attenuation2;
Light()
{
type = LIGHT_POINT;
range = falloff = theta = phi = attenuation0 = attenuation1 = attenuation2 = 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 SceneLight
* \brief Dynamic light in 3D scene
*
* TODO documentation
*/
struct SceneLight
{
//! true -> light exists
bool used;
//! true -> light turned on
bool enabled;
//! Type of all objects included
Gfx::ObjectType includeType;
//! Type of all objects excluded
Gfx::ObjectType excludeType;
//! Configuration of the light
Gfx::Light light;
//! intensity (0 .. 1)
Gfx::LightProgression intensity;
Gfx::LightProgression colorRed;
Gfx::LightProgression colorGreen;
Gfx::LightProgression colorBlue;
};
// TODO CLight
}; // namespace Gfx
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