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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
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