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// light.h
#ifndef _LIGHT_H_
#define _LIGHT_H_
class CInstanceManager;
class CD3DEngine;
#define D3DMAXLIGHT 100
typedef struct
{
float starting;
float ending;
float current;
float progress;
float speed;
}
LightProg;
typedef struct
{
char bUsed; // TRUE -> lumi�re existe
char bEnable; // TRUE -> lumi�re allum�e
D3DTypeObj incluType; // type de tous les objets inclus
D3DTypeObj excluType; // type de tous les objets exclus
D3DLIGHT7 light; // configuration de la lumi�re
LightProg intensity; // intensit� (0..1)
LightProg colorRed;
LightProg colorGreen;
LightProg colorBlue;
}
Light;
class CLight
{
public:
CLight(CInstanceManager *iMan, CD3DEngine* engine);
~CLight();
void SetD3DDevice(LPDIRECT3DDEVICE7 device);
void FlushLight();
int CreateLight();
BOOL DeleteLight(int lightRank);
BOOL SetLight(int lightRank, const D3DLIGHT7 &light);
BOOL GetLight(int lightRank, D3DLIGHT7 &light);
BOOL LightEnable(int lightRank, BOOL bEnable);
BOOL SetLightIncluType(int lightRank, D3DTypeObj type);
BOOL SetLightExcluType(int lightRank, D3DTypeObj type);
BOOL SetLightPos(int lightRank, D3DVECTOR pos);
D3DVECTOR RetLightPos(int lightRank);
BOOL SetLightDir(int lightRank, D3DVECTOR dir);
D3DVECTOR RetLightDir(int lightRank);
BOOL SetLightIntensitySpeed(int lightRank, float speed);
BOOL SetLightIntensity(int lightRank, float value);
float RetLightIntensity(int lightRank);
void AdaptLightColor(D3DCOLORVALUE color, float factor);
BOOL SetLightColorSpeed(int lightRank, float speed);
BOOL SetLightColor(int lightRank, D3DCOLORVALUE color);
D3DCOLORVALUE RetLightColor(int lightRank);
void FrameLight(float rTime);
void LightUpdate();
void LightUpdate(D3DTypeObj type);
protected:
protected:
CInstanceManager* m_iMan;
CD3DEngine* m_engine;
LPDIRECT3DDEVICE7 m_pD3DDevice;
float m_time;
int m_lightUsed;
Light* m_lightTable;
};
#endif //_LIGHT_H_
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