/* 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