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