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+/**
+ @file GLight.h
+
+ @maintainer Morgan McGuire, http://graphics.cs.williams.edu
+
+ @created 2003-11-12
+ @edited 2009-11-08
+*/
+
+#ifndef G3D_GLight_h
+#define G3D_GLight_h
+
+#include "G3D/platform.h"
+#include "G3D/Vector4.h"
+#include "G3D/Vector3.h"
+#include "G3D/Color4.h"
+
+namespace G3D {
+class Any;
+
+/**
+ A light representation that closely follows the OpenGL light format.
+ */
+class GLight {
+public:
+ /** World space position (for a directional light, w = 0 */
+ Vector4 position;
+
+ /** For a spot or directional light, this is the "right vector" that will be used when constructing
+ a reference frame(). */
+ Vector3 rightDirection;
+
+ /** Direction in which the light faces, if a spot light. This is the "look vector" of the light source. */
+ Vector3 spotDirection;
+
+ /** In <B>degrees</B>. 180 = no cutoff (point/dir). Values less than 90 = spot light */
+ float spotCutoff;
+
+ /** If true, G3D::SuperShader will render a cone of light large
+ enough to encompass the entire square that bounds the cutoff
+ angle. This produces a square prism instead of a cone of light
+ when used with a G3D::ShadowMap. for an unshadowed light this
+ has no effect.*/
+ bool spotSquare;
+
+ /** Constant, linear, quadratic */
+ float attenuation[3];
+
+ /** May be outside the range [0, 1] */
+ Color3 color;
+
+ /** If false, this light is ignored */
+ bool enabled;
+
+ /** If false, this light does not create specular highlights
+ (useful when using negative lights). */
+ bool specular;
+
+ /** If false, this light does not create diffuse illumination
+ (useful when rendering a specular-only pass). */
+ bool diffuse;
+
+ GLight();
+
+ /** Accepted forms:
+ - GLight::directional( vector3, color3, [bool, [bool]])
+ - GLight::spot(vector3, vector3, #, color3, [#, [#, [#, [#, [bool, [bool]]]])
+ - GLight::point(vector3, color3, [#, [#, [#, [#, [bool, [bool]]]])
+ - GLight { [all fields] }
+ */
+ GLight(const Any& any);
+
+ /** Converts the Color3 to an Any. */
+ operator Any() const;
+
+ /** @param toLight will be normalized */
+ static GLight directional(const Vector3& toLight, const Color3& color, bool specular = true, bool diffuse = true);
+
+ static GLight point(const Vector3& pos, const Color3& color, float constAtt = 1, float linAtt = 0, float quadAtt = 0.5f, bool specular = true, bool diffuse = true);
+
+ /** @param pointDirection Will be normalized. Points in the
+ direction that light propagates.
+
+ @param cutOffAngleDegrees Must be on the range [0, 90]. This
+ is the angle from the point direction to the edge of the light
+ cone. I.e., a value of 45 produces a light with a 90-degree
+ cone of view.
+ */
+ static GLight spot(const Vector3& pos, const Vector3& pointDirection, float cutOffAngleDegrees,
+ const Color3& color, float constAtt = 1, float linAtt = 0, float quadAtt = 0,
+ bool specular = true, bool diffuse = true);
+
+ /** Returns the sphere within which this light has some noticable effect. May be infinite.
+ @param cutoff The value at which the light intensity is considered negligible. */
+ class Sphere effectSphere(float cutoff = 30.0f / 255) const;
+
+ /** Computes a reference frame (e.g., for use with G3D::ShadowMap */
+ class CoordinateFrame frame() const;
+
+ bool operator==(const GLight& other) const;
+ bool operator!=(const GLight& other) const;
+};
+
+} // namespace
+#endif
+