Vertex and Light structures
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4ecc4bb4c0
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@ -20,6 +20,7 @@
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#include "graphics/d3d/d3dengine.h"
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#include "graphics/common/color.h"
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class CInstanceManager;
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@ -56,6 +57,93 @@ struct Light
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};
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// temporary!
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namespace Gfx {
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/** \enum LightType Type of light */
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enum LightType
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{
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LT_Point,
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LT_Spot,
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LT_Directional
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};
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/**
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* \struct Light Light
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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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* It contains analogous fields as the D3DLIGHT struct.
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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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Gfx::LightType type;
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//! Color of light
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Gfx::Color color;
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//! Position in world space
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Math::Vector position;
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//! Direction in world space
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Math::Vector direction;
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//! Cutoff range
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float range;
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//! Falloff
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float falloff;
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//! Constant attenuation
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float attenuation0;
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//! Linear attenuation
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float attenuation1;
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//! Quadratic attenuation
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float attenuation2;
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//! Inner angle of spotlight cone
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float theta;
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//! Outer angle of spotlight cone
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float phi;
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Light() : type(LT_Point), range(0.0f), falloff(0.0f),
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attenuation0(0.0f), attenuation1(0.0f), attenuation2(0.0f),
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theta(0.0f), phi(0.0f) {}
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};
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struct LightProg
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{
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float starting;
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float ending;
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float current;
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float progress;
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float speed;
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};
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/**
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* \struct SceneLight Dynamic light in 3D scene
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*
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* TODO documentation
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*/
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struct SceneLight
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{
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//! true -> light exists
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bool used;
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//! true -> light turned on
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bool enable;
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//! Type of all objects included
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D3DTypeObj incluType;
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//! Type of all objects excluded
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D3DTypeObj excluType;
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//! Configuration of the light
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Gfx::Light light;
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//! intensity (0 .. 1)
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Gfx::LightProg intensity;
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Gfx::LightProg colorRed;
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Gfx::LightProg colorGreen;
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Gfx::LightProg colorBlue;
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};
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}; // namespace Gfx
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class CLight
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{
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@ -0,0 +1,47 @@
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#pragma once
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#include "math/vector.h"
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#include "math/point.h"
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namespace Gfx {
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/**
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* \struct Vertex Vertex of a primitive
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*
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* This structure was created as analog to DirectX's D3DVERTEX.
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*
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* It contains:
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* - vertex coordinates (x,y,z) as Math::Vector,
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* - normal coordinates (nx,ny,nz) as Math::Vector
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* - texture coordinates (u,v) as Math::Point.
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*/
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struct Vertex
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{
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Math::Vector coord;
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Math::Vector normal;
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Math::Point texCoord;
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Vertex(Math::Vector aCoord = Math::Vector(),
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Math::Vector aNormal = Math::Vector(),
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Math::Point aTexCoord = Math::Point())
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: coord(aCoord), normal(aNormal), texCoord(aTexCoord) {}
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};
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/**
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* \struct VertexTex2 Vertex with secondary texture coordinates
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*
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* In addition to fields from Gfx::Vector, it contains
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* secondary texture coordinates (u2, v2) as Math::Point
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*/
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struct VertexTex2 : public Gfx::Vertex
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{
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Math::Point texCoord2;
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VertexTex2(Math::Vector aCoord = Math::Vector(),
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Math::Vector aNormal = Math::Vector(),
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Math::Point aTexCoord = Math::Point(),
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Math::Point aTexCoord2 = Math::Point())
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: Vertex(aCoord, aNormal, aTexCoord), texCoord2(aTexCoord2) {}
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};
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};
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