mxwcore-legion/dep/g3dlite/include/G3D/GLight.h

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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);
/** Creates a spot light that looks at a specific point (by calling spot() ) */
static GLight spotTarget(const Vector3& pos, const Vector3& target, float cutOffAngleDegrees,
const Color3& color, float constAtt = 1, float linAtt = 0, float quadAtt = 0,
bool specular = true, bool diffuse = true) {
return spot(pos, target - pos, cutOffAngleDegrees, color, constAtt, linAtt, quadAtt, specular, diffuse);
}
/** 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