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
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Light level that is used when there is no light on the texture.
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If this flag is set, the halo for this light is active and is in the engine's queue of active halos. When halo become inactive, this flag is reset. |
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Light level that corresponds to a normally lit texture.
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Enumeration Type Documentation
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The possible halo-types.
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Type of lightsource. There are currently three types of lightsources:
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