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TCPlayerbotCore/externals/g3dlite/G3D.lib/include/G3D/GLight.h
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2010-06-07 00:09:54 +02:00
/**
@file GLight.h
@maintainer Morgan McGuire, [email protected]
@created 2003-11-12
@edited 2006-02-08
*/
#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 {
/**
A light representation that closely follows the OpenGL light format.
*/
class GLight {
public:
/** World space position (for a directional light, w = 0 */
Vector4 position;
/** 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) >90 = spot light */
float spotCutoff;
/** 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();
/** @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.
*/
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;
bool operator==(const GLight& other) const;
bool operator!=(const GLight& other) const;
};
} // namespace
#endif