1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
|
// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * 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/d3d/d3dengine.h"
#include "graphics/common/color.h"
class CInstanceManager;
class CD3DEngine;
const int D3DMAXLIGHT = 100;
struct LightProg
{
float starting;
float ending;
float current;
float progress;
float speed;
};
struct Light
{
char bUsed; // true -> light exists
char bEnable; // true -> light turned on
D3DTypeObj incluType; // type of all objects included
D3DTypeObj excluType; // type of all objects excluded
D3DLIGHT7 light; // configuration of the light
LightProg intensity; // intensity (0 .. 1)
LightProg colorRed;
LightProg colorGreen;
LightProg colorBlue;
};
// temporary!
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;
};
}; // namespace Gfx
class CLight
{
public:
CLight(CInstanceManager *iMan, CD3DEngine* engine);
virtual ~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, Math::Vector pos);
Math::Vector RetLightPos(int lightRank);
bool SetLightDir(int lightRank, Math::Vector dir);
Math::Vector 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;
};
|