91 lines
2.4 KiB
C
91 lines
2.4 KiB
C
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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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.
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* See the 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://gnu.org/licenses
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*/
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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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#pragma once
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#include "graphics/core/color.h"
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#include "math/const.h"
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#include <glm/glm.hpp>
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// Graphics module namespace
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namespace Gfx
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{
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/**
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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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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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* \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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struct Light
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{
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//! Type of light source
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LightType type = LIGHT_POINT;
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//! Color of ambient light
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Color ambient = Color(0.4f, 0.4f, 0.4f);
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//! Color of diffuse light
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Color diffuse = Color(0.8f, 0.8f, 0.8f);
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//! Color of specular light
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Color specular = Color(1.0f, 1.0f, 1.0f);
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//! Position in world space (for point & spot lights)
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
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//! Direction in world space (for directional & spot lights)
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glm::vec3 direction = glm::vec3(0.0f, 0.0f, 1.0f);
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//! Constant attenuation factor
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float attenuation0 = 1.0f;
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//! Linear attenuation factor
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float attenuation1 = 0.0f;
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//! Quadratic attenuation factor
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float attenuation2 = 0.0f;
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//! Angle of spotlight cone (0-PI/2 radians)
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float spotAngle = Math::PI/2.0f;
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//! Intensity of spotlight (0 = uniform; 128 = most intense)
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float spotIntensity = 0.0f;
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//! Loads default values
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void LoadDefault()
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{
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*this = Light();
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}
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};
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} // namespace Gfx
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