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iengine/light.h File Reference

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#include "csutil/scf.h"
#include "iengine/fview.h"

Go to the source code of this file.

Compounds

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  iLightList
 This structure represents a list of lights. More...


Light flags

#define CS_LIGHT_THINGSHADOWS   0x00000001
 If CS_LIGHT_THINGSHADOWS is set for a light then things will also cast shadows.

#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.


Light Dynamic Types

#define CS_LIGHT_DYNAMICTYPE_STATIC   1
 A fully static light.

#define CS_LIGHT_DYNAMICTYPE_PSEUDO   2
 A pseudo-dynamic light.

#define CS_LIGHT_DYNAMICTYPE_DYNAMIC   3
 A fully dynamic light.


Attenuation modes

Attenuation controls how the brightness of a light fades with distance.

There are five attenuation formulas:

  • no attenuation = light * 1
  • linear attenuation = light * (radius - distance) / radius
  • inverse attenuation = light * (radius / distance)
  • realistic attenuation = light * (radius^2 / distance^2)
  • using clq attenuation vector (prefered for lighting with new renderer)


#define CS_ATTN_NONE   0
 no attenuation: light * 1

#define CS_ATTN_LINEAR   1
 linear attenuation: light * (radius - distance) / radius

#define CS_ATTN_INVERSE   2
 inverse attenuation: light * (radius / distance)

#define CS_ATTN_REALISTIC   3
 realistic attenuation: light * (radius^2 / distance^2)

#define CS_ATTN_CLQ   4
 using clq attenuation


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.


Detailed Description

Definition in file light.h.


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