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0ad/source/graphics/LightEnv.h
Calefaction 955ddcf9a1 More programmable pipeline updates
This was SVN commit r1280.
2004-10-30 21:57:46 +00:00

74 lines
1.8 KiB
C++
Executable File

///////////////////////////////////////////////////////////////////////////////
//
// Name: LightEnv.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
// Description: class describing current lighting environment -
// at the minute, this is only sunlight and ambient light
// parameters; will be extended to handle dynamic lights at some
// later date
//
///////////////////////////////////////////////////////////////////////////////
#ifndef __LIGHTENV_H
#define __LIGHTENV_H
#include "Color.h"
#include "Vector3D.h"
class CMapWriter;
class CMapReader;
///////////////////////////////////////////////////////////////////////////////
// CLightEnv: description of a lighting environment - contains all the
// necessary parameters for representation of the lighting within a scenario
class CLightEnv
{
friend class CMapWriter;
friend class CMapReader;
// wierd accessor order to preserve memory layout of the class
public:
RGBColor m_SunColor;
private:
float m_Elevation;
float m_Rotation;
public:
RGBColor m_TerrainAmbientColor;
RGBColor m_UnitsAmbientColor;
CVector3D m_SunDir;
// get sun direction from a rotation and elevation; defined such that:
// 0 rotation = (0,0,1)
// PI/2 rotation = (-1,0,0)
// 0 elevation = (0,0,0)
// PI/2 elevation = (0,-1,0)
float GetElevation() { return m_Elevation; }
float GetRotation() { return m_Rotation; }
void SetElevation(float f)
{
m_Elevation = f;
CalculateSunDirection();
}
void SetRotation(float f)
{
m_Rotation = f;
CalculateSunDirection();
}
void CalculateSunDirection()
{
m_SunDir.Y=-float(sin(m_Elevation));
float scale=1+m_SunDir.Y;
m_SunDir.X=scale*float(sin(m_Rotation));
m_SunDir.Z=scale*float(cos(m_Rotation));
m_SunDir.Normalize();
}
};
#endif