📄 light.h
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// DirectX Light
#pragma once
#include "System/Light.h"
#include "Mathematics/Color.h"
namespace DirectX
{
using namespace Mathematics;
/// %DirectX implementation of %Light
class Light : public System::Light
{
private:
D3DLIGHT9 _light; ///< d3d light struct
public:
/// default constructor.
/// clears d3d light struct data to defaults.
Light()
{
ZeroMemory(&_light, sizeof(D3DLIGHT9));
_light.Type = D3DLIGHT_DIRECTIONAL; //D3DLIGHT_POINT;
_light.Range = 10000;
_light.Attenuation0 = 1;
}
virtual void diffuse(const Color &color)
{
_light.Diffuse.r = color.r;
_light.Diffuse.g = color.g;
_light.Diffuse.b = color.b;
_light.Diffuse.a = color.a;
}
virtual void specular(const Color &color)
{
_light.Specular.r = color.r;
_light.Specular.g = color.g;
_light.Specular.b = color.b;
_light.Specular.a = color.a;
}
virtual void position(const Vector &vector)
{
_light.Position = D3DXVECTOR3(vector.x, vector.y, vector.z);
}
virtual void direction(const Vector &vector)
{
_light.Direction = D3DXVECTOR3(vector.x, vector.y, vector.z);
}
virtual Color diffuse() const
{
return Color(_light.Diffuse.r, _light.Diffuse.g, _light.Diffuse.b, _light.Diffuse.a);
}
virtual Color specular() const
{
return Color(_light.Specular.r, _light.Specular.g, _light.Specular.b, _light.Specular.a);
}
virtual Vector position() const
{
return Vector(_light.Position.x, _light.Position.y, _light.Position.z);
}
virtual Vector direction() const
{
return Vector(_light.Direction.x, _light.Direction.y, _light.Direction.z);
}
/// get d3d light struct.
/// used internally by DirectX::Display.
const D3DLIGHT9& light() const
{
return _light;
}
};
}
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