89 lines
2.4 KiB
C++
89 lines
2.4 KiB
C++
/*
|
||
* This file is part of the Colobot: Gold Edition source code
|
||
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||
* http://epsiteс.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/vector.h"
|
||
|
||
|
||
// 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)
|
||
Math::Vector position = Math::Vector(0.0f, 0.0f, 0.0f);
|
||
//! Direction in world space (for directional & spot lights)
|
||
Math::Vector direction = Math::Vector(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
|
||
|