
Added active Variable to the Lights Classes Added updated MD2Loader Class Added Model Filename and Texture File Name to the Model Class Added Active Flag to the Model Class Added DrawMode to the Model Class Added Texture and UV Variables to the Model Class Added UV Coordinates to the Polygon3D Class Added DrawString method to the Rasterizer to write text to the screen space Added Interpolate and Lerp Methods to the Rasterizer Added Select statement for drawing a current models draw mode Added DrawTextured Method to the Rasterizer Class Added UVCoord Class Added Texture Class Added = operator to the Vector3D Class Added UVCoord to the Vertex Class Moved Models and Texture Files into a subfolder Fixed issue with textures not loading properly because of the vector address problem
48 lines
1.1 KiB
C++
48 lines
1.1 KiB
C++
#pragma once
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#include "Vector3D.h"
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#include "Vertex.h"
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#include "SharedTools.h"
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#include "Model.h"
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#include "Polygon3D.h"
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#include "windows.h"
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class Light
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{
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public:
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Light();
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Light(int red, int green, int blue);
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Light(const Light& other);
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~Light();
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void SetLightIntensity(int red, int green, int blue);
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void SetLightIntensity(ColRef color, int value);
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void SetRedLightIntensity(int value);
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void SetGreenLightIntensity(int value);
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void SetBlueLightIntensity(int value);
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int GetLightIntensity(ColRef color) const;
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int GetRedLightIntensity() const;
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int GetGreenLightIntensity() const;
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int GetBlueLightIntensity() const;
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bool GetLightActive() const;
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void SetLightActive(bool active);
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void ToggleLightActive();
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virtual COLORREF CalculateLight(const Model& currentModel, const Polygon3D& currentPolygon, COLORREF colorIn) = 0;
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virtual COLORREF CalculateLight(const Model& currentModel, const Vertex& currentVertex, COLORREF colorIn) = 0;
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Light& operator= (const Light& rhs);
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protected:
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int _liRed;
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int _liGreen;
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int _liBlue;
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bool _active;
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void Copy(const Light& other);
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};
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