
Added Light Base Class Added AmbientLight, DirectionalLight and PointLight Classes Added Constructor to the Camera Class Added Light CoEff's to the Model Class Added Color Variables to Polygon3D Class Added Light Vector to hold the lights in the Rasteriser Added Camera Vector to hold multiple Cameras and Methods to set which is the current Added Lighting to the Rasterizer Added DrawSolidFlat method to the Rastorizer Added Bounds Check to the SharedTools for Int and Float values Added Color Enum Class Added Normalize Method to the Vector3D Class Renamed the TransformTools to SharedTools since adding more non transform methods to it
39 lines
1.0 KiB
C++
39 lines
1.0 KiB
C++
#pragma once
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#include "Light.h"
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class PointLight :
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public Light
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{
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public:
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PointLight(Vertex lightPosition);
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PointLight(Vertex lightPosition, float a, float b, float c);
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PointLight(Vertex lightPosition, float a, float b, float c, int red, int green, int blue);
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PointLight(const PointLight& other);
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void SetLightPosition(float x, float y, float z);
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void SetLightPosition(Vertex Position);
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Vertex GetLightPosition() const;
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void SetAttenuation(float a, float b, float c);
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void SetAttenuationA(float value);
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void SetAttenuationB(float value);
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void SetAttenuationC(float value);
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float GetAttenuationA();
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float GetAttenuationB();
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float GetAttenuationC();
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COLORREF CalculateLight(const Model& currentModel, const Polygon3D& currentPolygon, COLORREF colorIn);
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PointLight& operator= (const PointLight& rhs);
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private:
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Vertex _lightPosition;
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float _attenuationA;
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float _attenuationB;
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float _attenuationC;
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void Copy(const PointLight& other);
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};
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