--- /dev/null
+/*
+Copyright 2004 John Tsiombikas <nuclear@siggraph.org>
+
+This file is part of the 3dengfx, realtime visualization system.
+
+3dengfx is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+3dengfx is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with 3dengfx; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+*/
+#ifndef _LIGHT_HPP_
+#define _LIGHT_HPP_
+
+#include <string>
+#include "n3dmath2/n3dmath2.hpp"
+#include "gfx/animation.hpp"
+#include "gfx/color.hpp"
+
+#define LIGHTCOL_AMBIENT 1
+#define LIGHTCOL_DIFFUSE 2
+#define LIGHTCOL_SPECULAR 4
+
+// abstract base class Light
+class Light : public XFormNode {
+protected:
+ Color ambient_color, diffuse_color, specular_color;
+ scalar_t intensity;
+ scalar_t attenuation[3];
+ bool cast_shadows;
+
+public:
+ Light();
+ virtual ~Light();
+
+ virtual void set_color(const Color &c, unsigned short color_flags = 0);
+ virtual void set_color(const Color &amb, const Color &diff, const Color &spec);
+ virtual Color get_color(unsigned short which) const;
+
+ virtual void set_intensity(scalar_t intensity);
+ virtual scalar_t get_intensity() const;
+
+ virtual void set_attenuation(scalar_t att0, scalar_t att1, scalar_t att2);
+ virtual scalar_t get_attenuation(int which) const;
+ virtual Vector3 get_attenuation_vector() const;
+
+ virtual void set_shadow_casting(bool shd);
+ virtual bool casts_shadows() const;
+
+ virtual void set_gl_light(int n, unsigned long time = XFORM_LOCAL_PRS) const = 0;
+};
+
+
+class PointLight : public Light {
+public:
+ PointLight(const Vector3 &pos=Vector3(0,0,0), const Color &col=Color(1.0f, 1.0f, 1.0f));
+ virtual ~PointLight();
+
+ virtual void set_gl_light(int n, unsigned long time = XFORM_LOCAL_PRS) const;
+};
+
+class DirLight : public Light {
+private:
+ Vector3 dir; // actually get rid of this and work with the PRS directly?
+
+public:
+ DirLight(const Vector3 &dir=Vector3(0, 0, 1), const Color &col=Color(1.0f, 1.0f, 1.0f));
+ virtual ~DirLight();
+
+ Vector3 get_direction();
+
+ virtual void set_gl_light(int n, unsigned long time = XFORM_LOCAL_PRS) const;
+};
+
+#endif // _LIGHT_HPP_