From 11df0ebf94e0842566bdc8d627ab50cc5309605d Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Wed, 20 Jun 2012 19:34:54 +0200 Subject: Vertex and Light structures --- src/graphics/common/light.h | 88 ++++++++++++++++++++++++++++++++++++++++++++ src/graphics/common/vertex.h | 47 +++++++++++++++++++++++ 2 files changed, 135 insertions(+) create mode 100644 src/graphics/common/vertex.h (limited to 'src') diff --git a/src/graphics/common/light.h b/src/graphics/common/light.h index 683f715..26b4f0f 100644 --- a/src/graphics/common/light.h +++ b/src/graphics/common/light.h @@ -20,6 +20,7 @@ #include "graphics/d3d/d3dengine.h" +#include "graphics/common/color.h" class CInstanceManager; @@ -56,6 +57,93 @@ struct Light }; +// temporary! +namespace Gfx { + +/** \enum LightType Type of light */ +enum LightType +{ + LT_Point, + LT_Spot, + LT_Directional +}; + +/** + * \struct Light Light + * + * This structure was created as analog to DirectX's D3DLIGHT. + * + * It contains analogous fields as the D3DLIGHT struct. + */ +struct Light +{ + //! Type of light source + Gfx::LightType type; + //! Color of light + Gfx::Color color; + //! Position in world space + Math::Vector position; + //! Direction in world space + Math::Vector direction; + //! Cutoff range + float range; + //! Falloff + float falloff; + //! Constant attenuation + float attenuation0; + //! Linear attenuation + float attenuation1; + //! Quadratic attenuation + float attenuation2; + //! Inner angle of spotlight cone + float theta; + //! Outer angle of spotlight cone + float phi; + + Light() : type(LT_Point), range(0.0f), falloff(0.0f), + attenuation0(0.0f), attenuation1(0.0f), attenuation2(0.0f), + theta(0.0f), phi(0.0f) {} +}; + +struct LightProg +{ + float starting; + float ending; + float current; + float progress; + float speed; +}; + +/** + * \struct SceneLight Dynamic light in 3D scene + * + * TODO documentation + */ +struct SceneLight +{ + //! true -> light exists + bool used; + //! true -> light turned on + bool enable; + + //! Type of all objects included + D3DTypeObj incluType; + //! Type of all objects excluded + D3DTypeObj excluType; + + //! Configuration of the light + Gfx::Light light; + + //! intensity (0 .. 1) + Gfx::LightProg intensity; + Gfx::LightProg colorRed; + Gfx::LightProg colorGreen; + Gfx::LightProg colorBlue; +}; + +}; // namespace Gfx + + class CLight { diff --git a/src/graphics/common/vertex.h b/src/graphics/common/vertex.h new file mode 100644 index 0000000..b54b56e --- /dev/null +++ b/src/graphics/common/vertex.h @@ -0,0 +1,47 @@ +#pragma once + +#include "math/vector.h" +#include "math/point.h" + +namespace Gfx { + +/** + * \struct Vertex Vertex of a primitive + * + * This structure was created as analog to DirectX's D3DVERTEX. + * + * It contains: + * - vertex coordinates (x,y,z) as Math::Vector, + * - normal coordinates (nx,ny,nz) as Math::Vector + * - texture coordinates (u,v) as Math::Point. + */ +struct Vertex +{ + Math::Vector coord; + Math::Vector normal; + Math::Point texCoord; + + Vertex(Math::Vector aCoord = Math::Vector(), + Math::Vector aNormal = Math::Vector(), + Math::Point aTexCoord = Math::Point()) + : coord(aCoord), normal(aNormal), texCoord(aTexCoord) {} +}; + +/** + * \struct VertexTex2 Vertex with secondary texture coordinates + * + * In addition to fields from Gfx::Vector, it contains + * secondary texture coordinates (u2, v2) as Math::Point + */ +struct VertexTex2 : public Gfx::Vertex +{ + Math::Point texCoord2; + + VertexTex2(Math::Vector aCoord = Math::Vector(), + Math::Vector aNormal = Math::Vector(), + Math::Point aTexCoord = Math::Point(), + Math::Point aTexCoord2 = Math::Point()) + : Vertex(aCoord, aNormal, aTexCoord), texCoord2(aTexCoord2) {} +}; + +}; -- cgit v1.2.3-1-g7c22