colobot/src/graphics/core/light.h

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// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * 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/.
/**
* \file graphics/core/light.h
* \brief Light struct and related enums
*/
#pragma once
#include "graphics/core/color.h"
#include "math/vector.h"
namespace Gfx {
/**
\enum LightType
\brief Type of light in 3D scene */
enum LightType
{
LIGHT_POINT,
LIGHT_SPOT,
LIGHT_DIRECTIONAL
};
/**
\struct Light
\brief Properties of light in 3D scene
This structure was created as analog to DirectX's D3DLIGHT. */
struct Light
{
//! Type of light source
Gfx::LightType type;
//! Color of ambient light
Gfx::Color ambient;
//! Color of diffuse light
Gfx::Color diffuse;
//! Color of specular light
Gfx::Color specular;
//! Position in world space (for point & spot lights)
Math::Vector position;
//! Direction in world space (for directional & spot lights)
Math::Vector direction;
//! Constant attenuation factor
float attenuation0;
//! Linear attenuation factor
float attenuation1;
//! Quadratic attenuation factor
float attenuation2;
//! Angle of spotlight cone (0-90 degrees)
float spotAngle;
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//! Intensity of spotlight (0 = uniform; 128 = most intense)
float spotIntensity;
//! Constructor; calls LoadDefault()
Light()
{
LoadDefault();
}
//! Loads default values
void LoadDefault()
{
type = LIGHT_POINT;
ambient = Gfx::Color(0.4f, 0.4f, 0.4f);
diffuse = Gfx::Color(0.8f, 0.8f, 0.8f);
specular = Gfx::Color(1.0f, 1.0f, 1.0f);
position = Math::Vector(0.0f, 0.0f, 0.0f);
direction = Math::Vector(0.0f, 0.0f, 1.0f);
attenuation0 = 1.0f;
attenuation1 = attenuation2 = 0.0f;
spotAngle = 90.0f;
spotIntensity = 0.0f;
}
};
}; // namespace Gfx