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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: nGenEx.lib
+ FILE: Light.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Dynamic Light Source
+*/
+
+#ifndef Light_h
+#define Light_h
+
+#include "Geometry.h"
+#include "Color.h"
+
+// +--------------------------------------------------------------------+
+
+#define LIGHT_DESTROY(x) if (x) { x->Destroy(); x = 0; }
+
+// +--------------------------------------------------------------------+
+
+class Scene;
+
+// +--------------------------------------------------------------------+
+
+class Light
+{
+public:
+ static const char* TYPENAME() { return "Light"; }
+
+ enum TYPES {
+ LIGHT_POINT = 1,
+ LIGHT_SPOT = 2,
+ LIGHT_DIRECTIONAL = 3,
+ LIGHT_FORCE_DWORD = 0x7fffffff
+ };
+
+ Light(float l=0.0f, float dl=1.0f, int time=-1);
+ virtual ~Light();
+
+ int operator == (const Light& l) const { return id == l.id; }
+
+ // operations
+ virtual void Update();
+
+ // accessors / mutators
+ int Identity() const { return id; }
+ Point Location() const { return loc; }
+
+ DWORD Type() const { return type; }
+ void SetType(DWORD t) { type = t; }
+ float Intensity() const { return light; }
+ void SetIntensity(float f) { light = f; }
+ Color GetColor() const { return color; }
+ void SetColor(Color c) { color = c; }
+ bool IsActive() const { return active; }
+ void SetActive(bool a) { active = a; }
+ bool CastsShadow() const { return shadow; }
+ void SetShadow(bool s) { shadow = s; }
+
+ bool IsPoint() const { return type == LIGHT_POINT; }
+ bool IsSpot() const { return type == LIGHT_SPOT; }
+ bool IsDirectional() const { return type == LIGHT_DIRECTIONAL; }
+
+ virtual void MoveTo(const Point& dst);
+ virtual void TranslateBy(const Point& ref);
+
+ virtual int Life() const { return life; }
+ virtual void Destroy();
+ virtual Scene* GetScene() const { return scene; }
+ virtual void SetScene(Scene*s) { scene = s; }
+
+protected:
+ static int id_key;
+
+ int id;
+ DWORD type;
+ Point loc;
+ int life;
+ float light;
+ float dldt;
+ Color color;
+ bool active;
+ bool shadow;
+ Scene* scene;
+};
+
+// +--------------------------------------------------------------------+
+
+#endif Light_h
+