Lighting
[Crystal Space 3D Engine]
Classes | |
| struct | iBaseHalo |
| This is the basic interface for all types of halos. More... | |
| struct | iCrossHalo |
| This is a halo which resembles a cross. More... | |
| struct | iFlareHalo |
| This is a halo which resembles a (solar) flare. More... | |
| struct | iLight |
| The iLight interface is the SCF interface for the csLight class. More... | |
| struct | iLightCallback |
| Set a callback which is called when this light color is changed. More... | |
| struct | iLightIterator |
| Iterator to iterate over all static lights in the engine. More... | |
| struct | iLightList |
| This structure represents a list of lights. More... | |
| struct | iLightManager |
| An engine (3D or iso) can implement this interface for the benefit of mesh objects so that they can request lighting information from the engine. More... | |
| struct | iNovaHalo |
| This is a halo which resembles a nova. More... | |
Defines | |
| #define | CS_DEFAULT_LIGHT_LEVEL 20 |
| Light level that is used when there is no light on the texture. | |
| #define | CS_NORMAL_LIGHT_LEVEL 128 |
| Light level that corresponds to a normally lit texture. | |
Enumerations | |
| enum | csHaloType { cshtCross, cshtNova, cshtFlare } |
The possible halo-types. More... | |
| enum | csLightType { CS_LIGHT_POINTLIGHT, CS_LIGHT_DIRECTIONAL, CS_LIGHT_SPOTLIGHT } |
Type of lightsource. More... | |
Attenuation modes | |
Attenuation controls how the brightness of a light fades with distance. Apart from the attenuation mode there are one to tree constants, which change meaning depending on attenuation mode. There are five attenuation formulas: (distance is distance between point for which lighting is computed and the light)
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| enum | csLightAttenuationMode { CS_ATTN_NONE = 0, CS_ATTN_LINEAR = 1, CS_ATTN_INVERSE = 2, CS_ATTN_REALISTIC = 3, CS_ATTN_CLQ = 4 } |
Light Dynamic Types | |
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| enum | csLightDynamicType { CS_LIGHT_DYNAMICTYPE_STATIC = 1, CS_LIGHT_DYNAMICTYPE_PSEUDO = 2, CS_LIGHT_DYNAMICTYPE_DYNAMIC = 3 } |
Light flags | |
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| #define | CS_LIGHT_ACTIVEHALO 0x80000000 |
| If this flag is set, the halo for this light is active and is in the engine's queue of active halos. | |
| #define | CS_LIGHT_NOSHADOWS 0x00000001 |
| Indicates that a light should not cast shadows. | |
Define Documentation
| #define CS_DEFAULT_LIGHT_LEVEL 20 |
| #define CS_LIGHT_ACTIVEHALO 0x80000000 |
| #define CS_LIGHT_NOSHADOWS 0x00000001 |
| #define CS_NORMAL_LIGHT_LEVEL 128 |
Enumeration Type Documentation
| enum csHaloType |
- Enumerator:
| enum csLightDynamicType |
- Enumerator:
| enum csLightType |
Type of lightsource.
There are currently three types of lightsources:
- Point lights - have a position. Shines in all directions.
- Directional lights - have a direction and radius. Shines along it's major axis. The direction is 0,0,1 in light space.
- Spot lights - have both position and direction. Shines with full strength along major axis and out to the hotspot angle. Between hotspot and outer angle it will falloff, outside outer angle there shines no light. The direction is 0,0,1 in light space.
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