2014-10-14 13:11:37 +00:00
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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) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsiteс.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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2012-07-26 20:26:19 +00:00
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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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2015-08-02 09:40:47 +00:00
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namespace Gfx
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{
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2012-07-26 20:26:19 +00:00
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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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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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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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//! 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-PI/2 radians)
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float spotAngle;
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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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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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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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2012-10-02 22:29:59 +00:00
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spotAngle = Math::PI/2.0f;
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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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2013-05-26 15:47:54 +00:00
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