Michaël Lemaire
7f798cbf3d
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@319 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
62 lines
2.1 KiB
C
62 lines
2.1 KiB
C
#ifndef _PAYSAGES_LIGHTING_H_
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#define _PAYSAGES_LIGHTING_H_
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#include "shared/types.h"
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#include "renderer.h"
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#include "pack.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define LIGHTING_MAX_LIGHTS 10
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typedef struct
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{
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Vector3 direction; /* Global direction of the light */
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Color color; /* Main color of the light */
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double reflection; /* Reflected factor of the light (for specular lighting) */
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int filtered; /* Should the light be filtered (by atmosphere, water...) */
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int masked; /* Should the light be masked (cast shadows..) */
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double amplitude; /* Angle amplitude of the light source (for multi-sampling, pi / 2.0 for skydome) */
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} LightDefinition;
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typedef struct
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{
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int autosetfromsky;
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int nblights;
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LightDefinition lights[LIGHTING_MAX_LIGHTS];
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int _nbautolights;
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LightDefinition _autolights[LIGHTING_MAX_LIGHTS];
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} LightingDefinition;
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typedef struct
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{
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int nblights;
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LightDefinition lights[LIGHTING_MAX_LIGHTS * 2];
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} LightStatus;
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void lightingInit();
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void lightingQuit();
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void lightingSave(PackStream* stream, LightingDefinition* definition);
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void lightingLoad(PackStream* stream, LightingDefinition* definition);
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LightingDefinition lightingCreateDefinition();
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void lightingDeleteDefinition(LightingDefinition* definition);
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void lightingCopyDefinition(LightingDefinition* source, LightingDefinition* destination);
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void lightingValidateDefinition(LightingDefinition* definition);
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int lightingGetLightCount(LightingDefinition* definition);
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LightDefinition lightingGetLight(LightingDefinition* definition, int light);
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int lightingAddLight(LightingDefinition* definition, LightDefinition light);
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void lightingDeleteLight(LightingDefinition* definition, int light);
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void lightingGetStatus(LightingDefinition* definition, Renderer* renderer, Vector3 location, LightStatus* result);
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Color lightingApplyStatusToSurface(Renderer* renderer, LightStatus* status, Vector3 location, Vector3 normal, SurfaceMaterial material);
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Color lightingApplyToSurface(LightingDefinition* definition, Renderer* renderer, Vector3 location, Vector3 normal, SurfaceMaterial material);
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#ifdef __cplusplus
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}
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#endif
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#endif
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