2012-07-26 20:26:19 +00:00
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// * This file is part of the COLOBOT source code
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// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
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// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
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// *
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// * This program is free software: you can redistribute it and/or modify
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// * it under the terms of the GNU General Public License as published by
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// * the Free Software Foundation, either version 3 of the License, or
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// * (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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2012-08-11 16:39:16 +00:00
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/**
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* \file graphics/core/light.h
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* \brief Light struct and related enums
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*/
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2012-07-26 20:26:19 +00:00
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#pragma once
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#include "graphics/core/color.h"
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2012-09-19 21:50:28 +00:00
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2012-07-26 20:26:19 +00:00
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#include "math/vector.h"
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2012-09-19 21:50:28 +00:00
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// Graphics module namespace
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2012-07-26 20:26:19 +00:00
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namespace Gfx {
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/**
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2012-09-19 21:50:28 +00:00
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* \enum LightType
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* \brief Type of light in 3D scene
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*/
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2012-07-26 20:26:19 +00:00
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enum LightType
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{
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LIGHT_POINT,
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LIGHT_SPOT,
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LIGHT_DIRECTIONAL
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};
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/**
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2012-09-19 21:50:28 +00:00
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* \struct Light
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* \brief Properties of light in 3D scene
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*
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* This structure was created as analog to DirectX's D3DLIGHT.
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*/
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2012-07-26 20:26:19 +00:00
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struct Light
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{
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//! Type of light source
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LightType type;
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//! Color of ambient light
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2012-09-19 21:50:28 +00:00
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Color ambient;
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//! Color of diffuse light
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Color diffuse;
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//! Color of specular light
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Color specular;
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2012-07-26 20:26:19 +00:00
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//! Position in world space (for point & spot lights)
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Math::Vector position;
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//! Direction in world space (for directional & spot lights)
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Math::Vector direction;
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//! Constant attenuation factor
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float attenuation0;
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//! Linear attenuation factor
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float attenuation1;
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//! Quadratic attenuation factor
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float attenuation2;
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//! Angle of spotlight cone (0-90 degrees)
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float spotAngle;
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2012-09-11 21:11:34 +00:00
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2012-07-26 20:26:19 +00:00
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//! Intensity of spotlight (0 = uniform; 128 = most intense)
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float spotIntensity;
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//! Constructor; calls LoadDefault()
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Light()
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{
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LoadDefault();
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}
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//! Loads default values
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void LoadDefault()
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{
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type = LIGHT_POINT;
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2012-09-19 21:50:28 +00:00
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ambient = Color(0.4f, 0.4f, 0.4f);
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diffuse = Color(0.8f, 0.8f, 0.8f);
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specular = Color(1.0f, 1.0f, 1.0f);
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2012-07-26 20:26:19 +00:00
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position = Math::Vector(0.0f, 0.0f, 0.0f);
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direction = Math::Vector(0.0f, 0.0f, 1.0f);
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attenuation0 = 1.0f;
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attenuation1 = attenuation2 = 0.0f;
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spotAngle = 90.0f;
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spotIntensity = 0.0f;
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}
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};
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2012-09-19 21:50:28 +00:00
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} // namespace Gfx
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