// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __S_LIGHT_H_INCLUDED__ #define __S_LIGHT_H_INCLUDED__ #include "SColor.h" namespace irr { namespace video { //! Enumeration for different types of lights enum E_LIGHT_TYPE { //! point light, it has a position in space and radiates light in all directions ELT_POINT, //! spot light, it has a position in space, a direction, and a limited cone of influence ELT_SPOT, //! directional light, coming from a direction from an infinite distance ELT_DIRECTIONAL }; //! Names for light types const c8* const LightTypeNames[] = { "Point", "Spot", "Directional", 0 }; //! structure for holding data describing a dynamic point light. /** Irrlicht supports point lights, spot lights, and directional lights. */ struct SLight { SLight() : AmbientColor(0.f,0.f,0.f), DiffuseColor(1.f,1.f,1.f), SpecularColor(1.f,1.f,1.f), Attenuation(1.f,0.f,0.f), OuterCone(45.f), InnerCone(0.f), Falloff(2.f), Position(0.f,0.f,0.f), Direction(0.f,0.f,1.f), Radius(100.f), Type(ELT_POINT), CastShadows(true) {} //! Ambient color emitted by the light SColorf AmbientColor; //! Diffuse color emitted by the light. /** This is the primary color you want to set. */ SColorf DiffuseColor; //! Specular color emitted by the light. /** For details how to use specular highlights, see SMaterial::Shininess */ SColorf SpecularColor; //! Attenuation factors (constant, linear, quadratic) /** Changes the light strength fading over distance. Can also be altered by setting the radius, Attenuation will change to (0,1.f/radius,0). Can be overridden after radius was set. */ core::vector3df Attenuation; //! The angle of the spot's outer cone. Ignored for other lights. f32 OuterCone; //! The angle of the spot's inner cone. Ignored for other lights. f32 InnerCone; //! The light strength's decrease between Outer and Inner cone. f32 Falloff; //! Read-ONLY! Position of the light. /** If Type is ELT_DIRECTIONAL, it is ignored. Changed via light scene node's position. */ core::vector3df Position; //! Read-ONLY! Direction of the light. /** If Type is ELT_POINT, it is ignored. Changed via light scene node's rotation. */ core::vector3df Direction; //! Read-ONLY! Radius of light. Everything within this radius will be lighted. f32 Radius; //! Read-ONLY! Type of the light. Default: ELT_POINT E_LIGHT_TYPE Type; //! Read-ONLY! Does the light cast shadows? bool CastShadows:1; }; } // end namespace video } // end namespace irr #endif
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