colobot/colobot-base/graphics/core/light.h

91 lines
2.4 KiB
C++

/*
* 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 <glm/glm.hpp>
// 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