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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/color.h"
#include "math/vector.h"


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;
};

// TODO CLight

}; // namespace Gfx