summaryrefslogtreecommitdiffhomepage
path: root/Stars45/Light.h
blob: 2f42e916db42a73cfb2a09213a3cfcae026c9ae7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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