summaryrefslogtreecommitdiffhomepage
path: root/nGenEx/Light.h
blob: d3acb5e1b05a836c805802ea91cb4a1fb6b9c6e4 (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
96
/*  Project nGenEx
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	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