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 | iLightingProcessData |
The iLightingProcessData interface can be implemented by a mesh object so that it can attach additional information for the lighting process. More... | |
struct | iLightingProcessInfo |
The iLightingProcessInfo interface holds information for the lighting system. More... | |
struct | iLightIterator |
Iterator to iterate over all static lights in the engine. 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 | iLightSectorInfluence |
A light-sector influence (LSI). More... | |
struct | iNovaHalo |
This is a halo which resembles a nova. More... | |
struct | iShadowBlock |
A block of shadows represent the shadows that are casted by one iShadowCaster object. More... | |
struct | iShadowBlockList |
This is a list of shadow blocks. More... | |
struct | iShadowCaster |
An object that can cast shadows. More... | |
struct | iShadowIterator |
A shadow iterator allows someone to iterate over all shadows in a iShadowBlock or iShadowBlockList. More... | |
struct | iShadowReceiver |
An object that is interested in getting shadow information. More... | |
Light flags | |
#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. | |
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 | |
enum | csLightDynamicType { CS_LIGHT_DYNAMICTYPE_STATIC = 1, CS_LIGHT_DYNAMICTYPE_PSEUDO = 2, CS_LIGHT_DYNAMICTYPE_DYNAMIC = 3 } |
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... |
Define Documentation
#define CS_DEFAULT_LIGHT_LEVEL 20 |
#define CS_LIGHT_ACTIVEHALO 0x80000000 |
#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.
- 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.
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